EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

Commits per year

Showing 2015 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 2 active

Showing 48 builds · 137 commits

Export CSV
Display options
Commit details:

May 2015 7 builds · 18 commits

Build 5237

25 May 2015 · 7 commits · 1 author SVN
Open build
  • fix negative alpha for 'rotatespritea'. BUILD_LUNATIC.

    Helixhorned r5237 25 May, 05:57 FixCON
    Show details

    Conceptually, this amends r4428.

  • from 'definevolumename', make g_numVolumes be determined as in C-CON.

    Helixhorned r5236 25 May, 05:57 CON
  • CON

    check EVENT_ENTERLEVEL for nonzero RETURN, run w/ other players then.

    Helixhorned r5235 25 May, 05:57 CON
    Show details

    Background: AMC TC initializes per-player variables from this event.

  • General

    Free alloc'd anims in h_dukeanim. Adds a function hash_loop().

    Helixhorned r5234 25 May, 05:57
  • suffix gamearray file names with '.gar'.

    Helixhorned r5233 25 May, 05:57 CON
Open the build to see all 7 commits

Build 5230

22 May 2015 · 1 commit · 1 author SVN
Open build
  • fix rendering of middle part of 1-way masked wall.

    Helixhorned r5230 22 May, 05:43 FixEngine
    Show details

    It does not depend on the "swap bottom wall parts" bit being set. The fix is by matching up the related code with Polymost.

Build 5194

16 May 2015 · 2 commits · 1 author SVN
Open build
  • implement NODEFAULT per-actor gamevars in the C-CON fashion.

    Helixhorned r5194 16 May, 07:27 CON
    Show details

    For glocal gamevars, the LunaCON semantics (session gamevar) are kept. For per-actor ones, this now prevents resetting a gamevar's value to default on spawn or loadactor. BUILD_LUNATIC.

  • General

    config.c: fix an overlapping strcpy() in CONFIG_SetMapBestTime().

    Helixhorned r5193 16 May, 07:27 Fix

Build 5192

16 May 2015 · 4 commits · 2 authors SVN
Open build
  • allow writing -1 to player[].newowner.

    Helixhorned r5192 16 May, 04:56 CON
    Show details

    For the other player members, where formerly negative values were allowed to be written, only -1 is now.

  • fix g_tile[].proj memory leaks, halve number of projectile_t allocations.

    Helixhorned r5191 16 May, 04:56 Fix
  • General

    When checking for SE7 water teleportation, regard sign of z velocity.

    Helixhorned r5190 16 May, 04:56 Fix
    Show details

    This fixes RPGs fired upwards at a steep angle teleporting immediately to underwater when wading in water (reported via PM by Turok 64 Jr).

Open the build to see all 4 commits

Build 5188

14 May 2015 · 3 commits · 1 author SVN
Open build
  • account for the projectile changes in r5080. BUILD_LUNATIC.

    Helixhorned r5188 14 May, 05:18
    Show details

    The (undocumented) Lua-side API stays almost the same.

  • allow ':' immediately after 'case' (legacy; warns), writing to ud.god.

    Helixhorned r5187 14 May, 05:18 CON
    Show details

    Also, on one "gamevar `xxx' is not per-*" diagnostic, print the location of the gamevar definition.

  • fix build and user_defs definition mismatch.

    Helixhorned r5186 14 May, 05:18 Fix
    Show details

    Left: projectile changes.

Build 5182

10 May 2015 · 1 commit · 1 author SVN
Open build
  • honor r_usenewaspect, especially it being off.

    Helixhorned r5182 10 May, 03:55 EngineCON
    Show details

    For this, add a setaspect_new() setup/restore pair in M32_DrawRoomsAndMasks() like for G_DrawRooms(). With this, changing viewingrange/aspect via m32script (in a.m32: [7] -- [9] on the upper row) can only be done in r_usenewaspect 0, though.

April 2015 3 builds · 12 commits

Build 5159

18 Apr 2015 · 5 commits · 1 author SVN
Open build
  • General

    Do "typedef projectile_t defaultprojectile_t;" instead of having an indetical-member type.

    Helixhorned r5159 18 Apr, 14:59
    Show details

    Move projectile_t to player.h.

  • General

    polymost.c: fix display of floor-aligned sprites ornameted to the ceiling.

    Helixhorned r5158 18 Apr, 14:59 FixEngine
  • General

    polymost.c: split three overlong lines into three each.

    Helixhorned r5157 18 Apr, 14:59 FixEngine
    Show details

    This was formerly "fix multi-tile ceiling skies.", but TX beat me to it and Git automatically figured out how to merge while keeping a linear history. (Our fixes were identical.) Nice!

  • General

    Double the size of clouds[] (holding sectors with CLOUDYSKIES ceilings).

    Helixhorned r5156 18 Apr, 14:59 Engine
    Show details

    Also, make cloudx[] and cloudy[] scalars, as the per-sector values were always identical. In prelevel(), warn if some CLOUDYSKIES-ceiling sectors could not be set up due to reaching the new 256 sector limit.

  • General

    actors.c: fix 3 incorrect '/' -> tabledivide32_noinline rewrites in r4658.

    Helixhorned r5155 18 Apr, 14:59 FixEngine
    Show details

    Division has higher precedence than bitwise-OR. The cases concerned SE3, SE4 and NEON* sprites. Incidental info: the blinking of NEON* sprites can be controlled via their lotag, similarly to how you how you give a "random flash number" as SE4 hitag.

Build 5134

11 Apr 2015 · 6 commits · 1 author SVN
Open build
Open the build to see all 6 commits

March 2015 1 build · 2 commits

February 2015 10 builds · 38 commits

Build 5030

22 Feb 2015 · 4 commits · 1 author SVN
Open build
  • update user_defs, CPLUSPLUS=0 in synthesis.sh, disable 'cutscene' for now.

    Helixhorned r5029 22 Feb, 11:31
    Show details

    BUILD_LUNATIC.

  • General

    Makefile.common: fix "disallow building Lunatic with C++" (r4979). DONT_BUILD.

    Helixhorned r5028 22 Feb, 11:31 Fix
  • update files from LuaJIT. DONT_BUILD.

    Helixhorned r5027 22 Feb, 11:31
  • fix a couple of typo-like issues found by listglobals.sh. DONT_BUILD.

    Helixhorned r5026 22 Feb, 11:31 Fix

Build 5025

22 Feb 2015 · 2 commits · 1 author SVN
Open build
  • General

    menus.c: fix two unused-variable warnings.

    Helixhorned r5025 22 Feb, 04:43 Fix
  • General

    Classic/Polymost: factor out update of starting sectnum, use updatesectorbreadth().

    Helixhorned r5024 22 Feb, 04:43 Engine
    Show details

    The latter means that running perpendicular thin sector is handled better if there are e.g. TROR sectors in the same x/y space.

Build 5022

20 Feb 2015 · 3 commits · 1 author SVN
Open build
  • General

    gamedef.c: tweak g_keywdate[] entries.

    Helixhorned r5022 20 Feb, 14:10
  • General

    actors.c: make Enforcers and Troopers avoid ST1 sectors as in Duke3D.

    Helixhorned r5021 20 Feb, 14:10 Engine
    Show details

    That is, resurrect the stayput condition for LIZMAN and non-flying LIZTROOP, but only if changing from a non-ST1 sector. DONT_BUILD.

  • General

    Stick update of 'totalclocklock' at beginning of G_DrawRooms() instead of drawrooms().

    Helixhorned r5020 written 19 Feb 2015 FixEngineCON
    Show details

    This fixes engine-side sprite animation in the following scenario: CON code wants to draw a scene from EVENT_DISPLAYREST, but since it covers the whole screen, disables the drawing of the 3D scene beforehand (RETURN set to 1 from EVENT_DISPLAYROOMS). DONT_BUILD.

Build 5019

19 Feb 2015 · 3 commits · 1 author SVN
Open build
  • in 'for i drawnsprites' handling, back up and restore sprite MAXSPRITES-1.

    Helixhorned r5019 19 Feb, 09:41 FixEngineCON
    Show details

    This fixes the level 5 corruption encountered when issuing that iteration. (Because the last sprite would be changed from e.g. statnum MAXSTATUS to 0.) It is also mandatory anyhow since the last sprite may be contained in the map.

  • style-cleanup check_spritelist_consistency() and VM_Execute(): 'for'.

    Helixhorned r5018 19 Feb, 09:41 Engine
    Show details

    DONT_BUILD.

  • General

    Under conditions of CLASSIC_Z_DIFF_64 (r4960), make some drawvox() vars 64-bit.

    Helixhorned r5017 19 Feb, 09:41 FixEngine
    Show details

    - In drawvox(), make view-relative x and y high-precision on desktops. To a large extent (but not completely), this fixes "stray" fake floor shadow sprites for voxels. - In the mouse picking code for voxels, fix a possible integer overflow. A new engine.c-private function mulscale_triple30() is added. DONT_BUILD.

Build 5016

18 Feb 2015 · 3 commits · 1 author SVN
Open build
  • General

    Add lunatic/test/thisactor_getzrange.con, providing 'state thisactor_getzrange'.

    Helixhorned r5016 18 Feb, 12:46 CON
    Show details

    Also, note a place that is the real cause for "what makes the player slide off enemies", as far as I can see.

  • General

    gameexec.c: factor out 2x occuring pattern into VM_GetZRange(), clean up 3 funcs.

    Helixhorned r5015 18 Feb, 12:46
    Show details

    - VM_GetZRange(), which updates actor[].{floor,ceiling}z, is called from A_GetZLimits() and A_Fall(). - Style-cleanup the following: A_Dodge(), A_GetFurthestAngle(), A_FurthestVisiblePoint(). DONT_BUILD.

  • General

    Revert "gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies."

    Helixhorned r5014 18 Feb, 12:46 Fix
    Show details

    This reverts r4975. DONT_BUILD.

Build 4980

10 Feb 2015 · 2 commits · 1 author SVN
Open build
  • General

    mdsprite.c: in md3load(), allocate m->head.surfs with Xcalloc, amending r4952.

    Helixhorned r4980 10 Feb, 11:51 Fix
    Show details

    And preventing enormous corruption due to a free() called on a garbage (malloc'd) pointer values this time. DO_BUILD_VERY_FAST_PLEASE!

  • General

    Makefile.common: disallow building Lunatic with C++ for now. DONT_BUILD.

    Helixhorned r4979 10 Feb, 09:50

Build 4975

8 Feb 2015 · 4 commits · 1 author SVN
Open build
  • General

    gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies.

    Helixhorned r4975 8 Feb, 10:48
    Show details

    Previously, that was the case only with DRONE and COMMANDER. This makes non-falling enemies pass properly through TROR bunches.

  • General

    actors.c: style-cleanup A_MoveSpriteClipdist(). DONT_BUILD.

    Helixhorned r4974 8 Feb, 10:48
  • in build.c, prevent oob of wall[] if joining non-adjacent sectors.

    Helixhorned r4973 8 Feb, 10:48 Engine
    Show details

    Also, some minor stylistic cleanup.

  • CON

    Amend retrieval of STR_*TIME for qgetsysstr, fixing LunaCON and possible oob.

    Helixhorned r4972 8 Feb, 10:48 FixCON
    Show details

    - Add declarations of C functions to defs.ilua, names to dynsymlist, fix typo in con_lang.lua, ffi.string() calls in control.lua - Assert that G_LastMapInfoIndex() is always called with ud.last_level >= 1. (A stricter requirement than necessary to prevent follow-up oob accesses, but logically the most meaningful.) - In G_PrintParTime() and G_PrintDesignerTime(), return "<invalid>" if the above does not hold. This can happen from EVENT_NEWGAME, for example. Add a test to lunatic/test/qgetsysstr.con. DONT_BUILD.

Build 4965

7 Feb 2015 · 8 commits · 1 author SVN
Open build
  • fix underallocation of TILE_TILT and tilting at very small resolutions.

    Helixhorned r4965 7 Feb, 09:29 Fix
    Show details

    Since TILE_TILT is only allocated once, it must be done with the maximum possible size.

  • General

    sdlayer.c: minor stylistic simplification of sdlayer_checkversion(). DONT_BUILD.

    Helixhorned r4964 7 Feb, 09:29
  • General

    osd.c: in OSD_HandleChar() for TAB, fix use of uninitialized osd->editor.buf[i].

    Helixhorned r4963 7 Feb, 09:29 Fix
    Show details

    Exposed by Valgrind. DONT_BUILD.

  • make -fbad-getactorvar-use-pli enabled by default. DONT_BUILD.

    Helixhorned r4962 7 Feb, 09:29 CON
  • General

    Make g_player a +1 offset pointer into 'static g_player_s[1 + MAXPLAYER]'.

    Helixhorned r4961 7 Feb, 09:29 Fix
    Show details

    This fixes the out-of-bounds read of former g_player[] in VM_EventCommon_().

Open the build to see all 8 commits

Build 4957

5 Feb 2015 · 7 commits · 1 author SVN
Open build
  • fix typos in control.lua (get/setmusicposition).

    Helixhorned r4957 5 Feb, 08:30 Fix
  • General

    Add SFLAG_NOWATERDIP, unconditionally preventing actors from dipping into ST1 water.

    Helixhorned r4956 5 Feb, 08:30
    Show details

    By default, the following enemies have this flag set: OCTABRAIN, COMMANDER, DRONE. DONT_BUILD.

  • General

    Actor ST1 handling: use A_GetWaterZOffset() with VM_Move(), too. DONT_BUILD.

    Helixhorned r4955 5 Feb, 08:30 Fix
    Show details

    This is where things are changed at last. This fixes lizmen walking on water.

  • General

    Actor ST1 handling: cleanup part 2. DONT_BUILD.

    Helixhorned r4954 5 Feb, 08:30 Fix
    Show details

    Factor out condition for whether a z offset is added or not ("fix for flying/jumping monsters getting stuck in water", etc.) into a function A_GetWaterZOffset() (and a helper A_GetVerticalVel()).

  • General

    Actor ST1 handling: clean up code a bit. (Preparation for real changes.)

    Helixhorned r4953 5 Feb, 08:30
    Show details

    In VM_Fall(), keep a temp preliminary new z position of the actor and assign only when we return. This is to each ease watching its value in GDB. DONT_BUILD.

Open the build to see all 7 commits