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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Showing 2012 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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Showing 10 builds · 12 commits

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December 2012 1 build · 1 commit

Build 3278

12 Dec 2012 · 7 commits · 1 author SVN
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  • General

    Port system gamearray access from M32Script to CON. Expose tilesizx and tilesizy.

    Hendricks266 r3274 12 Dec, 18:33 FixEngineCON
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    Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled.

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October 2012 1 build · 1 commit

Build 3101

28 Oct 2012 · 6 commits · 1 author SVN
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  • General

    Add EVENT_CHANGEMENU and clean up menus.c a little more.

    Hendricks266 r3101 28 Oct, 21:29 CON
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    This event is useful in certain circumstances where you want to skip a menu/screen value and the design of the monster switch statement would require the M_ChangeMenu() call to be intercepted or the unwanted screen will flash for a split second.

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September 2012 1 build · 1 commit

Build 3019

13 Sep 2012 · 6 commits · 1 author SVN
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  • General

    Revise EVENT_CHANGEWEAPON so that RETURN has no effect except for two values. -1 will cancel the weapon switch. -2 will override the switch to whatever value p->curr_weapon is set in the course of the event.

    Hendricks266 r3015 13 Sep, 00:06 CON
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    While we're at it, factor out duplicate code into P_ChangeWeapon().

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August 2012 1 build · 2 commits

Build 2976

26 Aug 2012 · 5 commits · 1 author SVN
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  • General

    Modify EVENT_CHANGEWEAPON so that it actually serves a purpose. Instead of being triggered before curr_weapon is changed, with nothing used for input or output with RETURN (meaning you could not cancel), now RETURN is set to the prospective new weapon ID and you can change it or cancel it in the event.

    Hendricks266 r2976 26 Aug, 20:53 CON
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    Note that since setting RETURN did nothing before, there is no backwards compatibility to uphold. Therefore, setting RETURN to 1 will cause the pistol to be selected, not disable the event. Set RETURN to -1 to cancel switching.

  • General

    Add EVENT_PREGAME. Now all sprites are processed in the following fashion:

    Hendricks266 r2973 26 Aug, 20:49 EngineCON
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    1. EVENT_PREGAME 2. hardcoded stuff 3. EVENT_GAME One potential use is to examine values which are clobbered by commands such as ifhitweapon/ifwasweapon.

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July 2012 1 build · 1 commit

June 2012 1 build · 1 commit

Build 2789

27 Jun 2012 · 1 commit · 1 author SVN
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  • General

    Fix the overlooking of EDUKE.CON in the absence of DUKE3D.GRP caused by r2726. Also, tweak a few string literals' use of quotation marks.

    Hendricks266 r2789 27 Jun, 10:45 FixCON

May 2012 1 build · 2 commits

Build 2693

25 May 2012 · 7 commits · 2 authors SVN
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  • General

    Add EVENT_LOADGAME and EVENT_SAVEGAME, self-explanatory. Also make EVENT_NEWGAME use myconnectindex for player ID instead of screenpeek.

    Hendricks266 r2688 written 24 May 2012 CON
  • General

    Setting RETURN in EVENT_DISPLAYCROSSHAIR will now change the crosshair's picnum while allowing the game to position it, etc. As usual, setting RETURN to -1 disables hardcoded drawing of the crosshair completely.

    Hendricks266 r2687 written 24 May 2012 CON
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March 2012 2 builds · 2 commits

Build 2541

25 Mar 2012 · 5 commits · 1 author SVN
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  • General

    Superficial text changes:

    Hendricks266 r2538 25 Mar, 22:05 CON
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    - Help window text cleaned and made more consistent between game and editor - Added help entry for "-clipmap" - Log text for using CON, DEF, and RTS files has been made consistent - All instances of '%s' have been replaced with \"%s\" because ' is a valid filename character. (At least on Windows.)

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January 2012 1 build · 1 commit