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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Showing 310 builds · 723 commits

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June 2014 5 builds · 14 commits

May 2014 2 builds · 3 commits

March 2014 1 build · 2 commits

Build 4399

26 Mar 2014 · 2 commits · 1 author SVN
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  • General

    Tidy menu code in advance of complete redesign.

    Hendricks266 r4399 26 Mar, 02:14 Fix
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    This replaces all remaining magic numbers with enumerations thereof. It also tweaks the following, even though most will be irrelevant post-rewrite: -Remove unused menus -Properly center the nuke icon in Duke and the star icon in NAM -Fix the multiplayer macro editing menu: --Position the currently editing quote its proper spot instead of beneath the first row --Don't highlight the first quote while editing a different one --Select the quote just edited when finished editing instead of the first one -Fix the cursor of a centered text input field (such as the adult mode password) -Implement proper shade glowing of selected menu entries in Joystick Settings, Joystick Axes, and Joystick Dead Zones -Shift the the Joystick Axes menu down to avoid overlapping the title bar -Change the title of mouse digital axis assignment "Digital Axes Setup" instead of "Advanced Mouse" -Fix the behavior of the Next button in Joystick Dead Zones to not act like a scrollbar

  • General

    Revert rev.h.

    Hendricks266 r4398 26 Mar, 02:13 Fix

February 2014 2 builds · 4 commits

Build 4323

10 Feb 2014 · 8 commits · 1 author SVN
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  • General

    Fix warnings when building in C++11 mode, i.e. with CPLUSPLUS=1 CUSTOMOPT="--std=gnu++11".

    Hendricks266 r4321 10 Feb, 03:00 Fix
  • General

    Don't crash if for some reason your CONs don't define actors like SHOTSPARK1, which has its strength value used in hardcoded behavior.

    Hendricks266 r4318 10 Feb, 02:56 Fix
  • General

    Fix errors and warnings with LLVM/clang 3.4 Windows.

    Hendricks266 r4315 10 Feb, 02:55 Fix
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January 2014 3 builds · 7 commits

Build 4268

27 Jan 2014 · 2 commits · 1 author SVN
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  • Introduce support for PlayStation CD-XA audio, a simple ADPCM format.

    Hendricks266 r4268 27 Jan, 02:30 Fix
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    It's functional, but due to the odd 37.8 KHz nature of the format, I will need to add a resampler to the audiolib to prevent the aliasing artifacts that occur at present. I also hear clicks/pops every so often, but I do not know if a resampler would fix these as well or if they are a separate problem. Note that you cannot directly use the four XA files on the Total Meltdown disc because they each contain eight songs. They would need to be split using a utility I wrote that is outside the scope of this SVN.

  • Fix a harmless C++ warning. (malloc casting, for those interested)

    Hendricks266 r4267 27 Jan, 02:29 Fix
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    EDuke32 has me so accustomed to straight C... using a template and pass-by-reference makes my day.

Build 4254

12 Jan 2014 · 5 commits · 1 author SVN
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  • General

    Fix the startup window freeze under SDL2+Windows when a Yes/No box was supposed to be displayed.

    Hendricks266 r4254 12 Jan, 06:06 Fix
  • General

    Fix a case where the bonus screen would immediately end with an input press because all code between iterations of the bonus screen would execute in less than 1/120th of a second, not leaving any time for totalclock to increment.

    Hendricks266 r4252 12 Jan, 06:05 Fix
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    EDuke32. Where our code runs so fast, it breaks old code.

  • General

    Fix the display of the multiplayer results screen.

    Hendricks266 r4251 12 Jan, 06:05 Fix
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December 2013 1 build · 1 commit

Build 4200

19 Dec 2013 · 1 commit · 1 author SVN
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  • General

    Rewrite and unify the handling of the scrollwheel between layers, fixing it in the editor's 2D mode and tile selector under SDL.

    Hendricks266 r4200 19 Dec, 23:24 Fix
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    The scrollwheel is unique among PC input because it has no innate "hold length". Previously, the layers gave the mousewheel a fake hold length to allow the not-necessarily-synchronous game/editor code to pick up the input before the layers marked it as "no longer pressed". This passed under Windows, but it didn't slide under SDL. Besides the two problems listed above, it also potentially limited the rate of weapon selection, where scrolling too fast would not register every clicks. [Unrelatedly, this is still the case when you scroll faster than the game's own tickrate, but addressing that would require rewriting input handling to go through a list of "events" for each tic instead of looking at overall pressed/unpressed states.]

October 2013 8 builds · 17 commits

Build 4103

13 Oct 2013 · 2 commits · 1 author SVN
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  • Wii

    Fix wiibuild.bat so that revision numbers have the "r" prefix like they are supposed to.

    Hendricks266 r4103 13 Oct, 02:16 Fix
  • Wii

    Fix build and add custom headers and libs to SVN. (It's helpful to set up a build system from scratch.)

    Hendricks266 r4102 13 Oct, 02:08 Fix
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    DONT_BUILD.

Build 4091

8 Oct 2013 · 2 commits · 1 author SVN
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  • General

    Clean up some GUI/WM minutiae. Should fix linking Mapster32 on *nix with HAVE_GTK=0.

    Hendricks266 r4091 8 Oct, 03:00 FixEngine
  • General

    Fix the vsync menu option so that it actually works.

    Hendricks266 r4090 8 Oct, 03:00 Fix
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    Variables at global scope which share a name tend to actually be the same variable. Not good when you pass such a variable to function that immediately returns if the passed parameter (the variable) equals said variable (itself).

Build 4089

8 Oct 2013 · 1 commit · 1 author SVN
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  • General

    Merge a patch and suggestions from NY00123 improving SDL2 support. This fixes the flickering in OpenGL in SDL2 on Windows. It also provides a proper list of resolutions.

    Hendricks266 r4089 8 Oct, 02:59 FixEngine

Build 4088

7 Oct 2013 · 5 commits · 1 author SVN
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  • General

    Fix OpenGL under SDL && Windows. (Almost. SDL 1.2 works fine, but SDL2 has an unresolved problem where OpenGL screen updates flicker over a black background.)

    Hendricks266 r4088 7 Oct, 03:06 FixEngine
  • General

    Fix "warning: iteration 1461 invokes undefined behavior [-Waggressive-loop-optimizations]" in initkpeg() by promoting the variables in question to int64_t.

    Hendricks266 r4087 7 Oct, 03:05 Fix
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    NOTE TO TEAM MEMBERS: Please review this, as I am not sure what is actually intended here.

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Build 4083

7 Oct 2013 · 8 commits · 1 author SVN
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  • General

    Fix the RETURN and KP_ENTER keys under SDL2.

    Hendricks266 r4083 7 Oct, 03:04 Fix
  • General

    Fix the Classic renderer under SDL2.

    Hendricks266 r4082 7 Oct, 03:04 FixEngine
  • General

    Fix USE_OPENGL=0 build.

    Hendricks266 r4081 7 Oct, 03:03 Fix
  • General

    Fix the long-standing trivial warnings in net.c.

    Hendricks266 r4079 7 Oct, 03:03 Fix
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    Cognitively, so much time has passed that these unused variables would offer little help indicating the roadmap for networking. In any case, I have taken care only to comment rather than remove anything that is more than just a throwaway loop counter. If this commit inconveniences anyone in any way, please contact me personally and I will make it right.

  • General

    Fix ebacktrace1 under MinGW's GCC 4.8 and binutils 2.23.2.

    Hendricks266 r4076 7 Oct, 03:02 Fix
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    We keep needing more and more hacks as libbfd keeps becoming dependent on additional libraries we don't need...

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Build 4074

6 Oct 2013 · 5 commits · 2 authors SVN
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  • General

    Improve SDL2 support as much as I can, for now. The game compiles, links, and starts, but all three renderers either don't display correctly or crash.

    Hendricks266 r4074 6 Oct, 00:49 Fix
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    To build with SDL2: make RENDERTYPE=SDL SDL_TARGET=2

  • General

    Work around a bug in MinGW 4.8 / mingwrt-4.0 where a function named main() in misc/src/libcrt/gdtoa/qnan.c takes precedence over the proper one in src/libcrt/crt/main.c.

    Hendricks266 r4073 6 Oct, 00:49 Fix
  • General

    Fix building of astub.c with MinGW 4.8.

    Hendricks266 r4072 6 Oct, 00:49 Fix
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    We have to work around namespace pollution in <sys/stat.h>.

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July 2013 1 build · 1 commit

June 2013 1 build · 2 commits

Build 3850

2 Jun 2013 · 2 commits · 1 author SVN
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  • General

    Fix the display of numbers with TEXT_GAMETEXTNUMHACK and TEXT_XOFFSETZERO. (Fix level stats, part 2.)

    Hendricks266 r3850 2 Jun, 22:26 Fix
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    The commit revises the definition of qstrdim when TEXT_[XY]OFFSETZERO are used. With these flags, the offsets the user specifies are now the only dimensions the function cares about in terms of tile placement, so depending on the difference between the offset(s) and the size of the final tile, it may be slightly more or less than the dimensions actually displayed on the screen because tile size is never taken into account. (For example, if your font is nominally 9x7 like the Duke bluefont and you use a TEXT_XOFFSETZERO of 5 with a string five characters long, the total x dimension will be 25 even though the last character will overhang that amount by four pixels. If you use a TEXT_XOFFSETZERO of 12 with the same string, the total x width will be 60 even though there will be three pixels of empty space on the right edge.) This change was made because assigning text an arbitrary constant width in general implies an intent to keep character positions constant even with a variable width font, but returning the visible span of pixels on the screen that the tiles cover would have caused the string to move when alignment options other than the top-left were used. In other words, you can now safely use TEXT_[XY]OFFSETZERO with the alignment options and the text won't jiggle. Also, with TEXT_GAMETEXTNUMHACK, numerals are now effectively TEXT_XOFFSETZERO text that respect the above paragraph, so number count displays can look nice with alignment options too. Having to modify the extent/offset code makes me realize that I'm not quite happy with its structure because it gets tangled juggling different concepts like character width, X offset, and spacing, and how they relate when the line wraps or in terms of the final size. Fortunately, it produces correct results as far as I know, and it's not necessarily ugly, just hard to understand. Handle with care.

  • General

    Fix display of level stats by fixing G_ScreenText() handling of (orientation & 2).

    Hendricks266 r3849 2 Jun, 22:26 Fix