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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October 2010 3 builds · 3 commits

Build 1713

18 Oct 2010 · 1 commit · 1 author SVN
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  • General

    Link debug builds with -rdynamic in order to get symbol names when printing backtraces from the signal handler.

    Plagman r1713 18 Oct, 20:41

August 2010 4 builds · 7 commits

Build 1704

26 Aug 2010 · 3 commits · 1 author SVN
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  • General

    Re-tie initial SDL mouse grabbing to DEBUGGINGAIDS.

    Plagman r1704 26 Aug, 08:27
  • General

    Correctly (I hope) handle the zoom argument of rotatesprite when drawing HUD models in Polymer.

    Plagman r1703 26 Aug, 08:27 Engine
  • General

    Add a few debug cvars for development purposes.

    Plagman r1702 26 Aug, 08:24

Build 1700

21 Aug 2010 · 1 commit · 1 author SVN
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  • General

    Fix wrong interpretation of SPREXT_NOTMD that would cause it to assume the flag was set whenever any flag was set, causing the models to switch on and off in Duke Plus with Polymer.

    Plagman r1700 21 Aug, 12:04 FixEngine

Build 1699

21 Aug 2010 · 1 commit · 1 author SVN
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  • General

    Polymost-style HUD model support for Polymer. It properly displays all HRP HUD models as far as I can tell.

    Plagman r1699 21 Aug, 00:39 Engine

Build 1681

3 Aug 2010 · 2 commits · 1 author SVN
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  • General

    Implement 'away1' and 'away2' maphacks in Polymer.

    Plagman r1681 3 Aug, 08:19 Engine
  • General

    Respect the 'notmd' maphack when deciding to draw models in Polymer.

    Plagman r1680 3 Aug, 08:06 Engine

July 2010 3 builds · 5 commits

Build 1674

24 Jul 2010 · 1 commit · 1 author SVN
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  • General

    Reorganize a little code so that lightmaps can be used when a spotlight isn't currently casting a shadow. This fixes the problem where the window lights in the E1L1 apartment secret would jump between square and circle-shaped depending on the shadowcount and the view angle.

    Plagman r1674 24 Jul, 19:16 Fix

Build 1664

1 Jul 2010 · 1 commit · 1 author SVN
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  • General

    Make the "Start" button of the GTK start-up window the default button of the window, which means pressing Enter now works at you'd expect.

    Plagman r1664 1 Jul, 18:26

May 2010 3 builds · 3 commits

Build 1632

7 May 2010 · 9 commits · 2 authors SVN
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  • General

    %esi gets modified by swapchar2 but isn't listed as an output operand for the GCC extended assembly version. This causes the compiler to fail to restore it after swapchar2 executes, causing crashes if used in a loop. This change fixes the security camera crash when using GCC 4.4.x or 4.5.0.

    Plagman r1624 written 25 Apr 2010 Fix
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April 2010 1 build · 1 commit

Build 1623

25 Apr 2010 · 1 commit · 1 author SVN
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  • General

    Fail gracefully when processing (some) corrupt models instead of corrupting the heap and possibly crashing.

    Plagman r1623 25 Apr, 17:51 Fix

March 2010 2 builds · 2 commits

Build 1609

6 Mar 2010 · 1 commit · 1 author SVN
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  • General

    Model specular map support and polymer fix for the OSX/ATI driver.

    Plagman r1609 6 Mar, 17:09 FixEngine

February 2010 1 build · 1 commit

Build 1598

20 Feb 2010 · 4 commits · 3 authors SVN
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  • General

    This is an attempt to fix r1595.

    Plagman r1596 written 24 Jan 2010 FixEngine
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    - pr_resetlights() was exported but polymer.c wasn't changed to reflect that. This also broke the gcc build so I'm not sure how this was missed. - commented code was laying around in the middle of polymer.h - savegame.c using a bunch of C99 non-constant initializers. Please keep in mind that MSVC is one of the supported compilers and doesn't know C99. - savegame.c using localtime_r, which doesn't exist on Win32. - demo playback calling resetlights and drawrooms without ever calling pr_loadboard(). - this change makes the game run very choppy here.

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January 2010 6 builds · 12 commits

Build 1594

23 Jan 2010 · 2 commits · 2 authors SVN
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  • General

    Model normal mapping support. This calculates the averaged texture-tangent basis for every face of every model when loading them, so this change will make startup times a lot worse until we implement a way to cache the computed models to disk.

    Plagman r1594 23 Jan, 21:57
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Build 1589

17 Jan 2010 · 7 commits · 2 authors SVN
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  • General

    This should correctly compute the normal of all BUILD floors and walls. Fixes bug 2806174 (E1L1 projection room floor not affected by light and parallaxing artifacts).

    Plagman r1589 17 Jan, 23:07 FixEngine
  • General

    This should be the correct type for aGlobalMemoryStatusEx.

    Plagman r1588 17 Jan, 12:08
  • General

    Don't process the SDL_mixer effect if we're not done initializing.

    Plagman r1585 written 11 Jan 2010
  • General

    Annnnnd revert something I didn't mean to commit.

    Plagman r1584 written 11 Jan 2010 Fix
  • General

    Fences access to common resources between the possible SDL_mixer effect thread and the rest of the audio code.

    Plagman r1583 written 11 Jan 2010
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Build 1581

5 Jan 2010 · 1 commit · 1 author SVN
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  • General

    Fixes a bug when you can't enable music from the sounds menu. Not sure why this line had a multiplayer-related check before rev 1574 yet.

    Plagman r1581 5 Jan, 06:22 Fix

Build 1580

4 Jan 2010 · 4 commits · 2 authors SVN
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  • General

    Changing S_TestSoundCallback() back to what it was before revision 1490 since calling into MultiVoc from the DirectSound buffer worker thread can cause deadlocks. TODO: make the callback value accurately point to the sound instance. Maybe change the type to intptr_t and directly pass a pointer?

    Plagman r1580 4 Jan, 20:57
  • General

    Adds code to disable the Vista/7 DWM when setting OpenGL modes. This buys some OpenGL performance in windowed mode and works around an ATI OpenGL driver bug.

    Plagman r1578 written 3 Jan 2010 FixEngine
  • General

    Hook the polymer map selection code to a few more places in the editor code. This will fix the screen turning greenish when selecting a pal with Alt-P. I could just drop the selection from these cases since the cursor can't actually move, but then people would ask why the FPS gets higher in this occurrences.

    Plagman r1577 written 2 Jan 2010 FixEngine
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