EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

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

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SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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December 2011 17 builds · 83 commits

Build 2226

29 Dec 2011 · 1 commit · 1 author SVN
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  • CON

    make the 'palette' player member actually return the player's palette ID

    Helixhorned r2226 29 Dec, 06:26 CON
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    instead of -1. Setting is still only through 'setgamepalette'.

Build 2225

28 Dec 2011 · 9 commits · 1 author SVN
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  • General

    Besides the performance issues, there's another reason why changing the palette

    Helixhorned r2225 28 Dec, 12:36 EngineCON
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    'frequently' isn't such a good idea. Assume an actor constantly changes the palette to some value and you're attacked by a newbeast at the same time. Then the pain tinting would be reset each time the actor's code is run. This commit adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting". Its only use right now is from CON's setgamepalette command (and there, always). The change is done in the engine and thus affects all platforms.

  • General

    Trivial tweaks of setbrightness. Add an assertion that bits 1 and 4 are clear,

    Helixhorned r2224 28 Dec, 12:35
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    mainly. Also remove setvgapalette() from source.

  • General

    The earlier changes introduced bugs when palettes were not set correctly in

    Helixhorned r2223 28 Dec, 12:35 Fix
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    certain situations (mostly cutscenes etc). This commit removes bit 1 from all flags that make it to setbrightness, the meaning of which is "don't actually update the palette". I have no idea what it was for and since the corresponding P_SetGamePalette() calls were from places like the mentioned cutscenes, I don't think it matters performance-wise.

  • General

    SDL layer: don't call SDL_SetGammaRamp() if there would be no change.

    Helixhorned r2222 28 Dec, 12:34 Fix
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    This is in the similar vein as the set-palette deferring and it's this that fixes the low FPS in the radioactively contaminated area in AMC TC: Megabase (since setgamma() is called from setbrightness()). Again, update issues might be expected, but changing focus between EDuke32 and the desktop and back seems to restore the gamma settings properly on Kubuntu. Looks like X (or whatever above handles this stuff) maintains it on a per-application basis.

  • General

    SDL layer: in 8-bit mode, defer setting the palette until showing the next frame.

    Helixhorned r2221 28 Dec, 12:34 CON
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    CON code sometimes uses 'setgamepalette' from withing actors, which is a bit too frequent. Deferring the actual palette updating means that multiple requests in between two screen redraws are coalesced into one, which is desirable for performance reasons and for the reduction of 'tearing' artefacts (but not prevention, since the drawing isn't synced to the screen refresh rate with vsync off). (Did-not-)update issues might be introduced. Windows isn't touched because - I expect it to be more brittle, especially in light of the ATI HW gamma problems. - I haven't tested whether the particular performance penalty that lead to this change ('gas' in AMC TC) exists there too

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Build 2216

27 Dec 2011 · 2 commits · 1 author SVN
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  • make smoststart[] (which saves starting "smostcnt"s) an array of int32's

    Helixhorned r2216 27 Dec, 06:22 FixEngine
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    instead of shorts. This fixes their values' overflow in AMC TC megabase and probably a couple of other large maps.

  • net

    fix bug in Net_ParseServerPacket introduced with SAMESIZE_ACTOR_T.

    Helixhorned r2215 27 Dec, 06:22 Fix

Build 2214

26 Dec 2011 · 2 commits · 1 author SVN
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  • General

    Fix sintable access with raw angle value (which might be outside [0..2047])

    Helixhorned r2214 26 Dec, 07:44 Fix
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    in overhead map drawing code.

  • General

    patch up another out-of-bounds access in the voxel drawing code, though

    Helixhorned r2213 26 Dec, 07:44 Engine
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    I'm not sure whether the increased array size is enough.

Build 2212

26 Dec 2011 · 1 commit · 1 author SVN
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  • General

    savegame.c: fix initial setting of compression threshold on savegame load;

    Helixhorned r2212 26 Dec, 06:37 Fix
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    64-bit fixes

Build 2211

25 Dec 2011 · 16 commits · 1 author SVN
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  • General

    start CON code at script[3] instead of script[1]. The 'move' command permits

    Helixhorned r2211 25 Dec, 07:35 CON
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    the constants 0 and 1, and moveptrs may reference the script up to index 2 then (though I'm not sure whether the code is reachable with moveofs either 0 or 1), so make sure it's nulled instead of whatever happened to compile at the first two positions. Move 1 is only used once in the original cons, when frozen and being shattered.

  • General

    fix displaying the screenshot even for old-version savegames.

    Helixhorned r2210 25 Dec, 07:34 Fix
  • net

    send BYTEVERSION as two bytes, high byte first.

    Helixhorned r2209 25 Dec, 07:34
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    Now we don't need to worry about the numbers running out soon. Bump BYTEVERSION by three to celebrate this, too.

  • General

    Enable SAMESIZE_ACTOR_T described earlier.

    Helixhorned r2208 25 Dec, 07:34
  • General

    Rewrite the savegame format in terms of the generic saving/loading system.

    Helixhorned r2207 25 Dec, 07:34
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    This makes savegames practically the same as the initial snapshot of a demo. Saves are now named 'dukesavX.esv' (demos: 'edemoX.edm'). Additionally, many changes that couldn't/needn't be cleanly separated are added with this commit: - make spriteext_t have the same size across 32/64 bit platforms (actor_t partially) - prevent saving/loading in MP games (it certainly didn't work and still doesn't) - it's time we start using assertions! Define NDEBUG for releasse builds. - reset savegame major and minor versions (we have a new magic string, so no conflict)

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Build 2195

21 Dec 2011 · 11 commits · 1 author SVN
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  • General

    minor cosmetic tweaks in sector.[ch] and a off-by-one limit correction there

    Helixhorned r2195 21 Dec, 10:43 Engine
  • General

    Fix out-of-bounds write when passing a map filename to Mapster32.

    Helixhorned r2194 21 Dec, 10:43 FixEngine
  • actor. (Needs SAMESIZE_ACTOR_T, which is not yet enabled)

    Helixhorned r2193 21 Dec, 10:43
  • General

    misc. beautifying some game code...

    Helixhorned r2192 21 Dec, 10:42
  • General

    some more clearbuf -> memset in gamedef.c plus add a forgotten keystatus

    Helixhorned r2191 21 Dec, 10:42
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    reset in the editor

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Build 2184

17 Dec 2011 · 2 commits · 1 author SVN
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  • General

    Add new actor[].flags flag 2048 (SPRITE_NOCLIP), for 'spriteflags' CON usage.

    Helixhorned r2184 17 Dec, 10:51 EngineCON
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    Actors are always moved such that _they_ clip against blocking sprites, even if their blocking bit is clear. Setting the new bit make them not clip against anything. The promary use of this is for decorative moving sprites that are spawned in masses, such as rain or snow.

  • General

    engine.c, in engine_addtsprite: if we can't add more tsprites because we

    Helixhorned r2183 17 Dec, 10:51 Engine
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    already have MAXSPRITESONSCREEN of them, return 1 to signal that the caller should break out of the loop.

Build 2182

15 Dec 2011 · 3 commits · 1 author SVN
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  • General

    Tweaks to compile the release build with clang. Now if it only would not

    Helixhorned r2182 15 Dec, 14:43
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    generate curious code like this one (Ubuntu 11.10's clang 2.9 on i386): 0x080a57ea <+538>: xor %al,%al 0x080a57ec <+540>: test %al,%al 0x080a57ee <+542>: jnz 0x80a57f2 <initgroupfile+546> => 0x080a57f0 <+544>: jmp 0x80a57f0 <initgroupfile+544> 0x080a57f2 <+546>: shl $0x4,%edi

  • General

    Patch up out-of-bounds access in some voxel drawing code.

    Helixhorned r2181 15 Dec, 14:42 Engine
  • General

    Don't spawn weapon tiles (WEAPONx_SPAWN) if any such value has been set

    Helixhorned r2180 15 Dec, 14:42 EngineCON
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    to negative numbers. Previously, only checks for being zero were performed, but CON code in the wild also has WEAPONx_SPAWN -1, which would propagate to the sprite picnum...

Build 2179

12 Dec 2011 · 4 commits · 1 author SVN
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  • General

    a.m32: new state 'print_parallel_midpts'

    Helixhorned r2179 12 Dec, 15:18 Engine
  • Rudimentary support for auto-aligning along TROR nextwalls.

    Helixhorned r2178 12 Dec, 15:18 Engine
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    Usage: press the ['] (quote) modifier together with the PERIOD key. Aligns only the immediate upper and lower neighbors of each wall that got aligned by following point2s or nextwalls. Doesn't play well with Alt (carry over xrepeat) yet, might need two subsequent alignment passes.

  • General

    Fix out-of-bounds access in tile selector code in astub.c

    Helixhorned r2177 12 Dec, 15:18 Fix
  • General

    checkdefs.sh script: hackish support for CON files, only 'include *.con' and

    Helixhorned r2176 12 Dec, 15:18 CON
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    'definesound ... *.(voc|wav|ogg)' commands (missing: 'music', something else?).

Build 2175

11 Dec 2011 · 3 commits · 1 author SVN
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  • General

    Fix two yax_drawrooms() calls with too large sectnums (copy&paste error).

    Helixhorned r2175 11 Dec, 05:26 Fix
  • General

    Fix a number of oob accesses with "switch switches".

    Helixhorned r2174 11 Dec, 05:26 FixEngine
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    Various code checked for switch tiles in the following manner, for (ii=0; ii<2; ii++) switch (DynamicTileMap[sprite[i].picnum-1+ii]) { case SOME_SWITCH: ... } which blows for picnum 0. Now, we simply disallow it.

  • Remove {eduke32,mapster32}.memmap files on clean/veryclean targets

    Helixhorned r2173 11 Dec, 05:26 Engine
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    (bioman request).

Build 2172

9 Dec 2011 · 16 commits · 1 author SVN
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  • General

    Fix negative array access in premap.c

    Helixhorned r2172 9 Dec, 11:12 Fix
  • General

    Fix potential out-of-bounds array access in P_DisplayTip (happened with

    Helixhorned r2171 9 Dec, 11:12 Fix
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    WGR2 SVN, so not sure where there's a tipping animation there).

  • General

    Fix sintable[] access with out-of-bounds values in core engine functions

    Helixhorned r2170 9 Dec, 11:11 FixEngineCON
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    (getzrange, hitscan, clipmove, drawmapview). They're reproducible with DNE1.3D; Since these angle values most likely come from CON code, my suggestion would be to bit-and all values representing angles with 2047 when setting the from CON, but I'd have to think about potential side-effects of doing this.

  • General

    - Fix invalid polymer light array access originating from game's cleanup

    Helixhorned r2169 9 Dec, 11:11 FixEngine
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    callback 'G_Polymer_UnInit'. - In astub.c, reset spritelightid to -1 when nulling the spritelightptr of a sprite (no crashes observed, just precaution) - In sdlayer.c, catch SIGILLs with our signal handler too, since illegal instructions are what the instrumented debug builds will execute when attempting to carry out an undefined (per C) operation.

  • General

    engine.c: fix shift by negative value in parascan().

    Helixhorned r2168 9 Dec, 11:11 FixEngine
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Build 2155

4 Dec 2011 · 4 commits · 1 author SVN
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  • General

    a.m32: New function save_restore_hlsectors, also accessible from the Quote-F

    Helixhorned r2155 4 Dec, 13:21 EngineCON
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    menu. If some sectors are highlighted, save their indices. The highlighting of those particular sectors can then be restored at a later time (but careful across structural modifications that tweak sector indices) by running the same function. Shares a 'gamearray' with function 'collect_teleporting_sectors', so the latter will reset this one when run.

  • when failing to compile a state with a menu name, don't keep the

    Helixhorned r2154 4 Dec, 13:20 CON
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    menu entry.

  • fix filling all sectors of a bunch with Ctrl-U. Previously, only

    Helixhorned r2153 4 Dec, 13:20 FixEngine
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    one sector was filled and the 'clear bunch' message was displayed even if the operation was canceled.

  • General

    CON parser cleanup: make labelcode save offsets to CON code instead of

    Helixhorned r2152 4 Dec, 13:20 CON
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    pointers and make it into an int32_t*.

Build 2151

4 Dec 2011 · 2 commits · 1 author SVN
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  • General

    CON parser cleanup: make labeltype be an int32_t* instead of an intptr_t*.

    Helixhorned r2151 4 Dec, 13:19 CON
  • General

    CON parser cleanup: when getting a value from labelcode[], assume that it

    Helixhorned r2150 4 Dec, 13:19 CON
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    represents a pointer into the script for label types other than LABEL_DEFINE instead of checking inclusion of the value in the script bounds. This assertion was tested with WGR2 SVN.

Build 2149

4 Dec 2011 · 2 commits · 1 author SVN
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  • CON

    Add the following commands to those which shouldn't be optimized away

    Helixhorned r2149 4 Dec, 10:10 CON
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    with empty branches: ifcanseetarget, ifpdistl, ifpdistg, ifgotweapononce.

  • more Makefile tweaks; spriteext

    Helixhorned r2148 4 Dec, 10:09

Build 2146

3 Dec 2011 · 4 commits · 1 author SVN
Open build
  • When failing to extend a collection of sectors because one of

    Helixhorned r2146 3 Dec, 05:13 Engine
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    them has a different height, print the sectnums of two differing sectors to so that the mapper can find and examine them with Ctrl-J.

  • new cfg var 'glusememcache', the same as r_memcache cvar.

    Helixhorned r2145 3 Dec, 05:13 Engine
  • when having some sectors highlighted, also show how many walls

    Helixhorned r2144 3 Dec, 05:13 Engine
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    they contain in total.

  • Makefile bits for Windows.

    Helixhorned r2143 3 Dec, 05:12

November 2011 14 builds · 46 commits

Build 2142

27 Nov 2011 · 1 commit · 1 author SVN
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  • General

    Revert r2141 functionality because it was a stupid-ass hack and breaks E3L5.

    Helixhorned r2142 27 Nov, 04:02 FixEngine
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    The texture warping mode will need to be set depending on whether we're actually drawing a parallaxed sky or not.

Build 2141

26 Nov 2011 · 5 commits · 1 author SVN
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  • General

    Upload sky textures with s wrapping set to GL_CLAMP{_TO_EDGE}.

    Helixhorned r2141 26 Nov, 14:41 FixEngine
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    This fixes the vertical (~1 texel wide) stripes that are especially noticable with tiled art skies and Polymost with r_parallaxskyclamp=1 or Polymer (which always uploads skies with repeating s and t coords). What constitutes a sky tile is currently hardcoded to be >=78 and <=99.

  • General

    Fix moving cloud panning like in E4L1.

    Helixhorned r2140 26 Nov, 14:40 Fix
  • General

    Remove old duplicate_selected_sectors() function and copysector(), which

    Helixhorned r2139 26 Nov, 14:40
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    was only used there, from the source.

  • General

    Rewrite sector duplication (Insert or C) in terms of backup_highlighted_sector

    Helixhorned r2138 26 Nov, 14:40 Engine
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    and restore_highlighted_sector functions. What this means is that TROR bunches are now correctly duplicated too (only if all sectors of a given bunch are highlighted).

  • General

    New modifier for RAlt. When RShift is depressed while highlighting sectors

    Helixhorned r2137 26 Nov, 14:40 Engine
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    (i.e. first press RAlt, then hold RShift to make it active), consider all sectors, even the grayed out ones. This makes 6 modifier keys in 4 categories for RAlt. Can you name them all? Also spell out the labels that get drawn near the reticle when applying some of the modifiers and make them not show when not actually selecting (e.g. pressed RShift alone, but have highlighted sectors)

Build 2136

26 Nov 2011 · 1 commit · 1 author SVN
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  • General

    In backing up highlighted sectors code: also back up TROR information so

    Helixhorned r2136 26 Nov, 14:39 Engine
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    that bunches and nextwall links are restores, too. Now, to coalesce two TROR maps (e.g. for a CBP), one could do for i allsectors, sethighlightsector i 1 on the console, and then load the 'other' map to copy over the contents of the first, including all TROR stuff. Note that neither selecting all sectors with RAlt, nor duplicating them with Insert would lead to the desired effect (yet). Internally, - yax_setbunch() now has different behavior for bunchnums -1, -2 and -3 (it either clears the nextwalls or not) - build.c has a helper function free_n_ptrs(). This could be handy in other situations where many blocks of memory must be allocated consecutively and freed in case of failure