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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February 2014 4 builds · 14 commits

Build 4323

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

    Networking updates.

    Hendricks266 r4322 10 Feb, 03:00
    Show details

    - Added preprocessor value NETVERSION, to be incremented in the source whenever changes are made to the network protocol. - Implemented proper server-side version verification of all clients upon connection. - Implemented connection refusal when we reach MAXPLAYERS. (Should be expanded to implement server player caps.) - Protected against OOB array accesses if an invalid player id is received. - Renamed all "Recieve" to "Receive".

  • 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
  • Add support for x64 building and all synthesis libs (libpng/zlib, libvpx, libFLAC).

    Hendricks266 r4320 10 Feb, 02:59
    Show details

    External ogg/vorbis are no longer required.

  • Full library refresh.

    Hendricks266 r4319 10 Feb, 02:58
  • 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
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January 2014 4 builds · 20 commits

Build 4274

27 Jan 2014 · 6 commits · 1 author SVN
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  • General

    Print "32-bit"/"64-bit" along with the version number in the log.

    Hendricks266 r4274 27 Jan, 02:31
  • General

    Remove "-fpermissive" from C++ builds because we don't need it.

    Hendricks266 r4273 27 Jan, 02:31
  • gltexinvalidatetype(INVALIDATE_ART) so that loading or unloading an ART set will take effect when using the OpenGL renderers.

    Hendricks266 r4272 27 Jan, 02:31 Engine
  • Don't use SDL_Renderer if it is a software fallback, because that would only waste memory and speed.

    Hendricks266 r4271 27 Jan, 02:30
  • Eliminate a memory leak when changing resolutions with SDL_Renderer 8-bit mode.

    Hendricks266 r4270 27 Jan, 02:30 Fix
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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
    Show details

    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
    Show details

    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
  • Reintroduce SDL_Renderer for the classic renderer so that the Steam Overlay can function with it.

    Hendricks266 r4253 12 Jan, 06:05 Engine
  • 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
    Show details

    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
  • General

    Run Net_SendClientInfo() after game state creation to properly set up the player's user_name.

    Hendricks266 r4250 12 Jan, 06:05

Build 4249

12 Jan 2014 · 7 commits · 1 author SVN
Open build
  • General

    Block off hacks for the primitive splitscreen CON mod with SPLITSCREEN_MOD_HACKS so they are no longer compiled.

    Hendricks266 r4249 12 Jan, 06:04 EngineCON
    Show details

    These hacks could no longer be allowed to co-opt the fake multiplayer mode, used for local testing and mod development. I have half a mind to remove the hacks outright because they could be likened to drilling bolts directly into your car engine just so you could mount a bowling ball as a hood ornament. However, I don't want to take away the splitscreen hack mod from anyone who uses it, and the work done on these hacks should be useful if proper splitscreen were implemented internally using per-player input and multiple renderer/audio passes.

  • Add Ken's "todo list from the Build days" alongside his other documentation.

    Hendricks266 r4248 12 Jan, 06:04
  • General

    For DISABLEINLINING=1, apply __fastcall to make up for the lack of inlining.

    Hendricks266 r4247 12 Jan, 06:04
  • General

    Always run tsprites with statnum TSPR_TEMP though EVENT_ANIMATESPRITES, such as the "show opponent's weapon" in multiplayer.

    Hendricks266 r4246 12 Jan, 06:03 EngineCON
  • General

    SDK/Samples: Add "startpos.m32", a helper script for spawn points.

    Hendricks266 r4245 12 Jan, 06:03 Engine
    Show details

    You can: -Cycle your position through all DM or coop spawn points. -Jump to the primary spawn point. -Dump full spawn point information to the log file.

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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
    Show details

    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.]

November 2013 3 builds · 4 commits

Build 4130

3 Nov 2013 · 1 commit · 1 author SVN
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  • General

    Sweeping modifications to synthesis and the package directory structure so that every potential binary is in its own package.

    Hendricks266 r4130 3 Nov, 19:59
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    While we're rearranging files, ensure all SVN mime-types are set correctly.

Build 4128

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

    Allow -g, -x, -h, -j, and for the game, -d, to take their file name after a space. This allows quotes to be used with them properly.

    Hendricks266 r4128 2 Nov, 21:02
    Show details

    I updated the help windows to prefer these variants because they are superior to the -xSquished versions. Also, factor out the command-line processing code for the above, plus con/def modules and clipmaps.

  • General

    RegCloseKey when we are done with RegOpenKeyEx.

    Hendricks266 r4127 2 Nov, 21:02

October 2013 8 builds · 25 commits

Build 4103

13 Oct 2013 · 2 commits · 1 author SVN
Open build
  • 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
    Show details

    DONT_BUILD.

Build 4101

12 Oct 2013 · 3 commits · 1 author SVN
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  • General

    r4087, attempt #2: Fix "warning: iteration 1461 invokes undefined behavior [-Waggressive-loop-optimizations]" in initkpeg().

    Hendricks266 r4101 12 Oct, 23:17 Fix
  • General

    Change the default SDL version to SDL2 and the default Windows RENDERTYPE to SDL.

    Hendricks266 r4100 12 Oct, 23:17
  • Add SDL2 headers and libraries to the repo for quick-and-easy building and static linking. (SDL2 uses the zlib license so we are in the clear.)

    Hendricks266 r4099 12 Oct, 23:17

Build 4091

8 Oct 2013 · 2 commits · 1 author SVN
Open build
  • 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
    Show details

    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
Open build
  • 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
Open build
  • 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
    Show details

    NOTE TO TEAM MEMBERS: Please review this, as I am not sure what is actually intended here.

  • General

    Windows startup window tweaks:

    Hendricks266 r4086 7 Oct, 03:05
    Show details

    - Don't print osd.szCSDVersion when it is empty, preventing an extra space between the OS name and version number. (An example of what this field holds is "Service Pack 1".) - Under SDL, allow the "console" edit field to repaint after "OK" is clicked. Important when a long def file is loading.

  • General

    Allow wm_msgbox() to use SDL_ShowSimpleMessageBox() under SDL2.

    Hendricks266 r4085 7 Oct, 03:05
    Show details

    Unfortunately, SDL2 does not (yet?) provide a Yes/No box for wm_ynbox().

  • General

    Split the handling of audio based on RENDERTYPE into a new variable named MIXERTYPE, allowing Windows builds to use SDL for input and rendering (RENDERTYPE=SDL) while using DirectSound and Windows' MIDI interface (MIXERTYPE=WIN [current default]) so that EMIDI works.

    Hendricks266 r4084 7 Oct, 03:05 Engine

Build 4083

7 Oct 2013 · 8 commits · 1 author SVN
Open build
  • 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

    Merge a patch from NY00123 that draws the screen to a temporary surface under the selected bit depth then blits it to a surface at the system desktop bit depth, under SDL. This allows 8-bit classic to run in fullscreen under certain *nix configurations and Windows 8.

    Hendricks266 r4080 7 Oct, 03:03
  • General

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

    Hendricks266 r4079 7 Oct, 03:03 Fix
    Show details

    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.

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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
    Show details

    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
    Show details

    We have to work around namespace pollution in <sys/stat.h>.

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July 2013 1 build · 3 commits

Build 3973

19 Jul 2013 · 3 commits · 1 author SVN
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  • General

    Updates to the processing of the tilefromtexture def command:

    Hendricks266 r3973 19 Jul, 20:37
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    - Allow xoffset and yoffset to modified independently of a tile definition, much like texhitscan and nofullbright. (Both still default to zero when a tile is specified, to keep current behavior, and because it makes sense.) - Add actual detection of the "nofullbright" keyword, which appears to have been overlooked in r3230. - Internal: Eliminate the need for one int32_t by condensing two variables into "flags".

  • General

    Patch from johnnyonflame to fix the GCW and Dingoo build process.

    Hendricks266 r3972 19 Jul, 20:36 Fix
  • General

    Force orientation bit 2 for screentext in addition to qstrdim, to match all other screen drawing commands.

    Hendricks266 r3971 19 Jul, 20:36