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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May 2014 7 builds · 12 commits

Build 4459

1 May 2014 · 2 commits · 1 author SVN
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  • make r_usetileshades 2 the default.

    Helixhorned r4459 1 May, 09:55 Engine
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    This mode does not take a sector's visibility values into account for uniform darkening of a texture. It is more faithful to classic with respect to fog/visibility *distances*, but may be less so as far as the "tint" of the texture due to visibility attenuation is concerned.

  • General

    engine.c: instead of fogpal post-tweaks (last 2 commits), normalize by numshades-1.

    Helixhorned r4458 1 May, 09:55 Engine
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    That is, for every for palette (now, even ones created by the user) the last shade is the (or rather, a color close to the) full fog color by construction. In loadpalette(), reject a PALETTE.DAT with only one shade level.

April 2014 10 builds · 18 commits

Build 4457

29 Apr 2014 · 1 commit · 1 author SVN
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  • General

    engine.c: extend the last workaround to all four fogpals generated at startup.

    Helixhorned r4457 29 Apr, 13:07 FixEngine

Build 4456

29 Apr 2014 · 1 commit · 1 author SVN
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  • General

    engine.c: after creating gray fog palookup, make its greatest shade map to same color.

    Helixhorned r4456 29 Apr, 12:34 Engine
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    Concretely, for all 1 <= i <= 255, make graypalookup[31][i] := graypalookup[31][0]. Also document 'fogpal' in the Lunatic doc.

Build 4452

19 Apr 2014 · 5 commits · 1 author SVN
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  • General

    Makefile.common: pass Clang sanitizer flags in release DEBUGANYWAY builds, too.

    Helixhorned r4451 19 Apr, 15:42 Engine
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    Also, - add a static assertion to engine.c - gameexec.c: compile out an unused function in Lunatic builds

  • CON

    add getactor[]/sprite[] member 'movflags'.

    Helixhorned r4448 19 Apr, 15:42 EngineCON
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    This is exactly the same as the actor[].movflags member in the Lunatic build: http://lunatic.eduke32.com/lunatic.html#actor

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Build 4428

9 Apr 2014 · 3 commits · 1 author SVN
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  • General

    In ext. PALETTE.DAT, store log2 of last alpha table index. Handle alpha in classic.

    Helixhorned r4426 9 Apr, 11:51 EngineCON
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    The extended PALETTE.DAT format can now carry a trailing byte, called 'lognumalphatables'. If it is present, the engine assumes that alpha blending tables are loaded at blend indices 1 to 1<<lognumalphatables and handles rotatesprite's alpha and spriteext[].alpha accordingly. The ability to save this new byte is added to engine.lua:savePaletteDat() and the corresponding convenience functions in shadexfog.lua. Examples test/screentext.con and test/sprite_access.con are updated for demonstration purposes.

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Build 4423

6 Apr 2014 · 5 commits · 1 author SVN
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  • General

    Mapster32/Lunatic: add descriptions to [;]+[F] menu entries shown in upper left.

    Helixhorned r4423 6 Apr, 15:24 Engine
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    BUILD_LUNATIC.

  • General

    engine.c: for printext16(), make newlines do what you expect them to.

    Helixhorned r4422 6 Apr, 15:24 Engine
  • General

    a.m32: for showpal==1, also show editor colors with printext16.

    Helixhorned r4421 6 Apr, 15:24 Engine
  • General

    Mapster32/Lunatic: hook up shadexfog.save() and saveLookupDat() to [;]+[F] menu.

    Helixhorned r4420 6 Apr, 15:24 Engine
  • General

    Mapster32/Lunatic: add functionality to connect Lua funcs to s.bar menu [;]+[F].

    Helixhorned r4419 6 Apr, 15:24 Engine
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    Hook up those from test/shadexfog.lua and some debugging ones from engine.lua.

Build 4416

5 Apr 2014 · 5 commits · 1 author SVN
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  • General

    Rename sector[].filler member to '.fogpal'. From CON, keep the '.alignto' alias.

    Helixhorned r4416 5 Apr, 04:28 EngineCON
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    The overall situation is thus as follows: - in C and from Lua, that member is called 'fogpal' - In CON (both C-CON and LunaCON), it's 'fogpal' with 'alignto' being an alias; 'filler' wasn't available before, either. - In m32script, it's 'fogpal' or 'alignto' ('filler' is not available any more)

  • General

    In non-lookup OpenGL modes, make sector[].filler (rename pending) override fogpal.

    Helixhorned r4415 5 Apr, 04:28 Engine
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    That is, if that member has a nonzero value, that one is taken for the color of the GL fog instead of (most of the time) sector[].floorpal. "Sky sectors", that is, skyboxes or simply parallaxed floors/ceilings are *not* handled.

  • General

    a.m32: add state 'for_sprites_near_picnum'.

    Helixhorned r4414 5 Apr, 04:28 Engine
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    The state quries the user for four values: ref. picnum, target picnum, max. ldist and a lotag. Then, for all sprites i (of ref. picnum), for all sprites j (of target picnum), if ldist(i,j)<=maxldist, sprite j's lotag is changed to the provided one. Also add lunatic/test/maputil.lua, containing a similar function but allowing to customize the selection predicates of the ref. and target sprites, as well as the action to carry out.

  • General

    engine.c: clean up code around wallmost(), owallmost() and grouscan().

    Helixhorned r4413 5 Apr, 04:28 Engine
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March 2014 9 builds · 17 commits

Build 4410

30 Mar 2014 · 3 commits · 1 author SVN
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  • General

    Add a second DNCOORDS/cl_showcoords mode, showing some renderer settings.

    Helixhorned r4410 30 Mar, 13:36 Engine
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    Also, extend the documentation for r_usenewshading a little. Specifically, note when the different modes were introduced. BUILD_LUNATIC.

  • disable normal/parallax mapping in rotatesprite.

    Helixhorned r4409 30 Mar, 13:35 Engine
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    It was plainly noticeable in the editor's tile info display, for example.

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Build 4407

30 Mar 2014 · 5 commits · 1 author SVN
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  • General

    Amend r4394: don't use full brightness (glColor() factor 1) with hightiles.

    Helixhorned r4407 30 Mar, 06:53 Engine
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    This is done by factoring out some polymer.c:polymer_getbuildmaterial() code into polymer_eligible_for_artmapping() and using that. The one in polymer.c can still determine to not use ART mapping on some ("rare"?) occasions, so it's not 100% in sync.

  • General

    Minor Polymost code cleanup.

    Helixhorned r4406 30 Mar, 06:53 Engine
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    - factor out eligible_for_tileshades() - remove some rendmode 1 code - move some auto vars further down

  • add some shade/vis debugging functions.

    Helixhorned r4404 30 Mar, 06:53 Engine
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    engine.lua: linearizeBasePal(), mapster32 only test/shadexfog.lua: create_depth_shtab(), create_vismarker_shtab()

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Build 4394

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

    Polymer/rotatesprite: don't redundantly apply shade glColor() with ART mapping.

    Helixhorned r4394 23 Mar, 16:14 Engine
  • introduce r_usenewshading 3 and make it the default.

    Helixhorned r4393 23 Mar, 16:14 Engine
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    With this mode, the near distance of the linear fog is always 0, unlike being negative with r_usenewshading 2.

Build 4392

23 Mar 2014 · 1 commit · 1 author SVN
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  • General

    Factor out approaching val. to target val by half-difference steps into logapproach().

    Helixhorned r4392 23 Mar, 07:29 FixEngine
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    Fix a case in G_MovePlayers(), where the player sprite's shade is approached toward the ceiling/floor's shade. Before, it could stop at one above or below!