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

Select a year to see its builds
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 1 active

Showing 478 builds · 2,322 commits

Export CSV
Display options
Commit details:

June 2014 6 builds · 29 commits

Build 4525

22 Jun 2014 · 2 commits · 1 author SVN
Open build
  • General

    Hotfix to allow display of E1L8's par time and 3DR time if no usermap has been played yet.

    Hendricks266 r4525 22 Jun, 19:25
    Show details

    Note that the user map function still overwrites everything in slot E1L8 for the time being, which is a deeper problem I need to address.

  • General

    Keep track of allocated cache space for ANM files so they aren't allocated multiple times. Also, unlock the handles after playback is done so they can be freed if necessary.

    Hendricks266 r4524 22 Jun, 19:25

Build 4523

22 Jun 2014 · 4 commits · 1 author SVN
Open build
  • General

    Disable the diagnostic log message upon successfully using the "animsounds" def command.

    Hendricks266 r4523 22 Jun, 19:24
  • General

    Fix building ivfrate.

    Hendricks266 r4522 22 Jun, 19:24 Fix
  • General

    Fix a warning in menus.c, introduced in r4519.

    Hendricks266 r4521 22 Jun, 19:24 Fix
  • General

    Allow EVENT_SOUND to return -1 to cancel a sound without printing a warning to the console and log.

    Hendricks266 r4520 22 Jun, 19:24 CON
    Show details

    NOTE: Other negative values are reserved!

Build 4516

16 Jun 2014 · 7 commits · 1 author SVN
Open build
  • General

    Instead of displaying "Unknown GRP - EDuke32", simply display "EDuke32".

    Hendricks266 r4516 16 Jun, 16:17
    Show details

    Much classier this way.

  • General

    By request, implement EVENT_ACTIVATECHEAT.

    Hendricks266 r4515 16 Jun, 16:16 CON
  • General

    Add the following LOGO_FLAGS:

    Hendricks266 r4514 16 Jun, 16:16
    Show details

    LOGO_NOE1ENDSCREEN LOGO_NOE2ENDSCREEN LOGO_NOE3RADLOGO LOGO_NODUKETEAMTEXT LOGO_NODUKETEAMPIC As part of this, the LOGO_NOE*BONUSSCENE flags no longer remove the entire end sequence in one go. They now only remove the primary cinematic. If you want their previous effect, you'll have to add these additional bits.

  • General

    Fix build with GCC 4.9.

    Hendricks266 r4513 16 Jun, 16:16 Fix
  • General

    Fix Wii build.

    Hendricks266 r4512 16 Jun, 16:16 Fix
Open the build to see all 7 commits

Build 4509

13 Jun 2014 · 9 commits · 1 author SVN
Open build
  • Bring MenuFileSelect_t up to speed with MenuMenu_t.

    Hendricks266 r4509 13 Jun, 02:04
    Show details

    >They see me scrollin' >They hatin'

  • Fix the recently introduced bug where blank savegames would have their autogenerated names clobbered by the new menu code.

    Hendricks266 r4508 13 Jun, 02:04 Fix
  • Fix the recently introduced bug that would take the keypress given at "PRESS OPEN TO RESTART LEVEL" as a yes at the following prompt to load your most recent savegame, seemingly without asking.

    Hendricks266 r4507 13 Jun, 02:04 Fix
  • Revise the MenuFileSelect_t structure to remove the unnecessary dir pointer and rename currentlist to currentList.

    Hendricks266 r4506 13 Jun, 02:03
  • When at the top or bottom of a scrolling section, show the up/down indicator darkened instead of not at all.

    Hendricks266 r4505 13 Jun, 02:03
Open the build to see all 9 commits

Build 4500

1 Jun 2014 · 12 commits · 3 authors SVN
Open build
  • General

    Fix non-Windows building.

    Hendricks266 r4497 written 31 May 2014 Fix
    Show details

    DONT_BUILD.

  • General

    Ball-busting new menus. Still WIP.

    Hendricks266 r4496 written 31 May 2014
    Show details

    Mouse/touch/pointer support is yet to come. #SOON. Exposure to scripting is a LONG way off. Months. The spec and data structure needs time for comment and revision. The eventual scripting access will be Lua-only.

  • General

    Better compile timestamp handling.

    Hendricks266 r4495 written 31 May 2014
  • General

    Re-fix the C++ warnings in ENet.

    Hendricks266 r4494 written 31 May 2014 Fix
Open the build to see all 12 commits

May 2014 2 builds · 6 commits

Build 4472

17 May 2014 · 4 commits · 1 author SVN
Open build
  • General

    Replace some constants with preprocessor macros.

    Hendricks266 r4472 17 May, 05:36
  • General

    Fix two Polymer crashes related to corrupted maps.

    Hendricks266 r4471 17 May, 05:36 FixEngine
  • General

    Fix ebacktrace on 64-bit. New DLLs all around.

    Hendricks266 r4470 17 May, 05:35 Fix
  • General

    Add support for an SDL2-based wm_ynbox based on SDL2's testmessage.

    Hendricks266 r4469 17 May, 05:35

March 2014 2 builds · 3 commits

Build 4399

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

    Tidy menu code in advance of complete redesign.

    Hendricks266 r4399 26 Mar, 02:14 Fix
    Show details

    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 4 builds · 14 commits

Build 4344

22 Feb 2014 · 3 commits · 1 author SVN
Open build
  • Introduce m32_settings.cfg, analogous to settings.cfg, so that you can save your cvars and aliases for the editor.

    Hendricks266 r4344 22 Feb, 00:03 Engine
    Show details

    One potential use is to add r_togglecomposition "0" if you don't like Aero turning on and off every time you switch between 2D mode and 32-bit 3D mode.

  • General

    Build system: Detect the SVN revision and generate rev.h directly from the Makefile, if applicable.

    Hendricks266 r4343 22 Feb, 00:02
  • General

    Further optimize our SDL_Renderer for 8-bit by making the SDL_Texture SDL_TEXTUREACCESS_STATIC, saving some RAM without any loss of functionality.

    Hendricks266 r4341 22 Feb, 00:02

Build 4323

10 Feb 2014 · 8 commits · 1 author SVN
Open build
  • 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
Open the build to see all 8 commits

January 2014 4 builds · 20 commits

Build 4274

27 Jan 2014 · 6 commits · 1 author SVN
Open build
  • 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
Open the build to see all 6 commits

Build 4268

27 Jan 2014 · 2 commits · 1 author SVN
Open build
  • 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
Open build
  • 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.

Open the build to see all 7 commits

December 2013 1 build · 1 commit

Build 4200

19 Dec 2013 · 1 commit · 1 author SVN
Open build
  • 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
Open build
  • 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
    Show details

    While we're rearranging files, ensure all SVN mime-types are set correctly.