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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December 2013 9 builds · 17 commits

Build 4199

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

    Various stylistic cleanup.

    Helixhorned r4199 12 Dec, 11:22 Engine
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    - Move ARRAY_SIZE() macro to compat.h, add another one ARRAY_SSIZE() - In A_RadiusDamage(): note maybe-unaligned access issue, prevent unlikely oob - sector.c: use SPRITES_OF* macros where appropriate

  • General

    a.m32: don't clamp SE50 extra (=horiz) to [-500 500] with KP8/KP5.

    Helixhorned r4197 12 Dec, 11:22 Engine
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November 2013 4 builds · 11 commits

Build 4176

22 Nov 2013 · 7 commits · 1 author SVN
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  • handle HUD model 'fov' DEF token.

    Helixhorned r4172 22 Nov, 11:26 Engine
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    This "simply" requires an appropriate factor in the projection matrix. Also, get rid of a special-case factor for >=1.6 aspects (making HUD models wider then, I think).

  • implement horiz. tex panning for sprites (spriteext[].xpanning).

    Helixhorned r4170 22 Nov, 11:26 EngineCON
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    Known as getactor/sprite[].xpanning from CON, values are 0-255. It should be assumed that this is only valid for wall-aligned sprites (currently, face sprites also pan). A test is provided in lunatic/test/animatesprites.con. It should be run in E1L2 and only with the Lunatic build.

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Build 4169

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

    a.m32: add [']+[F] menu function setting xvel=1 on all sel. wall/floor sprites.

    Helixhorned r4169 19 Nov, 11:00 Engine
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    For sanitizing underwater sections, see r4166. Also, don't print "Menu function executed successfully" when the function printed something itself.

  • General

    Amend r4142: make e.g. 'include a' (names shorter 4 chars) append ".m32".

    Helixhorned r4168 written 18 Nov 2013 Engine
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    DONT_BUILD.

Build 4167

16 Nov 2013 · 8 commits · 1 author SVN
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  • make underwater blocking floor sprites w/ xvel 1 NOT act like sprite bridge.

    Helixhorned r4166 16 Nov, 10:47 Engine
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    Likewise for blocking wall sprites. This makes it possible to construct underwater sections containing complex spritework without losing the "underwater-ness" when over such sprites, in a backward-compatible way. Actually, the check is for bit 1 being set, but all other bits should be considered reserved.

  • General

    lunatic/util/foreachmap.lua: don't expand .xxx after ']'.

    Helixhorned r4165 16 Nov, 10:47 Engine
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    Add an example searching for all maps containing blocking floor-aligned sprites in underwater sectors.

  • show a message when setting the initial position with SCROLL LOCK.

    Helixhorned r4164 16 Nov, 10:47 Engine
  • fix Ctrl-F/Ctrl-G as "key FIFO" keys, used in Mapster32.

    Helixhorned r4163 16 Nov, 10:47 FixEngine
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    By detecting them in the SDL_KEYDOWN events. This list is getting a bit ridiculous...

  • General

    a-c.c: prevent stray lines on bottom of sprites by saturating v. tex coords.

    Helixhorned r4161 16 Nov, 10:47 Engine
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    The functions mvlineasm1, mvlineasm4 and tvlineasm2 can now be set to clamp the vertical texture coordinate (vplc), preventing the unsightly stray lines on the bottom of non-y-flipped sprites. (The first part of this effort, r3483, handled their top). However, this is only enabled for the mvlineasm ones: the vectorized variants suffered almost no slowdown (even though a PADDUSD SSE instruction would be a nice thing to have), while it was pretty significant for the sequential translucent ones. Summarizing, this leaves two cases where stray lines may appear in the non-ASM build (the saturation is NYI for a.nasm): - at the bottom of y-flipped sprites - at the bottom of translucent sprites (can be toggled by #define) Another observation is that recent GCC generates much faster code for this stuff than Clang from SVN.

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October 2013 9 builds · 13 commits

Build 4125

28 Oct 2013 · 5 commits · 1 author SVN
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  • when failing to load file, don't append '.m32' if already there.

    Helixhorned r4124 28 Oct, 14:26 EngineCON
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    So that there are no error messages like "M32 file `a.m32.m32' not found." Also, in build.c's 'save as' code, add a bound check that would probably always pass in practice, but looks a bit safer and may fail in very cornerly cases.

  • save r_usetileshades and r_pr_artmapping with mapster32.cfg.

    Helixhorned r4123 28 Oct, 14:26 Engine
  • take initial map file name from ExtPreInit()->G_CheckCommandLine().

    Helixhorned r4121 28 Oct, 14:26 Engine
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    Instead of directly in build.c:app_main(). Previously, it was possible that an argument to an option, e.g. "WGR2" with "-game_dir WGR2", would get interpreted as the initial map to load. This in turn would attempt to execute WGR2.cfg as sequence of OSD commands -- where that file is an EDuke32 config file instead! Now: maps are passed without any options, e.g. "mapster32 [opts...] debug.map". The map file name is not added to the "additional parameters" for map testing.

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Build 4120

27 Oct 2013 · 9 commits · 1 author SVN
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  • General

    At end of G_RestoreMapState(), update g_player[].ps->i from STAT_PLAYER sprites.

    Helixhorned r4114 written 25 Oct 2013 FixEngine
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    This fixes a potential crash caused by violating the expected invariant sprite[g_player[player_index].ps->i].yvel == player_index otherwise.

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Build 4096

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

    Fix OpenGL texture cache "leak" and slightly tweak hash string construction.

    Helixhorned r4096 11 Oct, 15:20 FixEngine
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    The leak happened because a struct was hashed that had uninitialized bytes in padding inserted by the compiler. The hash string in now constructed as concatenation of three CRC32s as 8-byte hex strings, i.e. the individual CRC32s are padded with leading zeros. Note to users: because of the hash change, it's sensible to delete the 'textures' and 'textures.cache' files.

  • fix ANM playback.

    Helixhorned r4094 11 Oct, 15:20 FixEngine
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    References: - r3742 - r4038 (fixing savegame screenshots, but introducing the now fixed bug)

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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

    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
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September 2013 3 builds · 8 commits

Build 4061

13 Sep 2013 · 4 commits · 1 author SVN
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  • in model preprocessing, implement cos/sin by table lookup.

    Helixhorned r4060 13 Sep, 13:23 Engine
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    This reduces the proportion of time the trig calculations take of the whole preprocessing from 50% to about 13%.

  • make hitscan accept ray as vector, add xmath.kangvec.

    Helixhorned r4059 13 Sep, 13:23 Engine
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    Also, add hitscan test to test.lua -- a crosshair-like sprite is spawned and continuously updated to the position of where the player aims at.

  • make spriteext[].{x,y,z}off independent of xdimen/viewingrange/aspect.

    Helixhorned r4058 13 Sep, 13:23 FixEngine
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    The offsets (that will translate the axes for .pitch/.roll rotation) were calculated improperly with screen sizes other than 1280 x 1024 and were dependent on other related variables. The fix proceeded empirically, i.e. mostly trial, error, and some educated guesswork. (It's telling that the magic constant 1280 is needed.) A test for Lunatic is added to test.lua that will rotate SEENINES. Bug pointed out by Mblackwell.

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Build 4050

5 Sep 2013 · 9 commits · 1 author SVN
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  • add option -Lopts=... from command line.

    Helixhorned r4049 5 Sep, 10:37 Engine
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    Permitting to enable various debugging options. See "eduke32 -debughelp" for which ones those are: they were previously settable from defs_common.lua, and a new option 'strict' has been added that makes accesses to void sprites error. (That is, already "sprite[i]", not "sprite[i].some_member".)

  • General

    A couple of minor changes.

    Helixhorned r4048 5 Sep, 10:37 FixEngine
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    - engine.c: comment out some unused decls with RELEASE=0 DEBUGANYWAY=1 - Lunatic: update dump.lua and v.lua - Lunatic: test/test_geom.lua: note a perf regression (wrt older LuaJIT, or I mis-configured / built something wrong)

  • fix _digitalnumber, remove player._INPUT_BITS, add sprite.all().

    Helixhorned r4047 5 Sep, 10:37 FixEngine
  • General

    a.m32: add 'moveselsects', moving them so that each sector's 1st pt is at (0,0).

    Helixhorned r4042 5 Sep, 10:37 Engine
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