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

Showing 2021 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 2 active

Showing 66 builds · 236 commits

Export CSV
Display options
Commit details:

October 2021 8 builds · 52 commits

Build 9747

31 Oct 2021 · 23 commits · 1 author GIT
Open build
  • add libasync (async++), https://github.com/Amanieu/asyncplusplus/

    TerminX 991cbd0 written 7 Sep 2021 Engine
  • update libdivide to b322221677351ebb11f0a42fe9a9a2794da5bfe5, add libdivide_config.h

    TerminX 0fb5f94 written 7 Sep 2021 Engine
    Show details

    engine: update libdivide to b322221677351ebb11f0a42fe9a9a2794da5bfe5, add libdivide_config.h

  • print commit hash from SDL_GetRevision() to log at startup when using SDL dev builds (odd-numbered patch level)

    TerminX 752740c written 20 Oct 2021 Engine
    Show details

    This is admittedly terrible, but it shouldn't break unless the SDL_GetRevision() output format changes, in which case it just won't print the string anymore.

  • prune SDL_mixer stuff from sdl_inc.h

    TerminX b2e37a6 written 21 Oct 2021 Engine
    Show details

    We will never NEED_SDL_MIXER.

  • fix tabs in random.h

    TerminX d8de052 written 27 Oct 2021 FixEngine
Open the build to see all 23 commits

Build 9721

8 Oct 2021 · 1 commit · 1 author GIT
Open build
  • General

    Revert "engine: make floor sprites clip a little more like floors"

    TerminX 964c0b5 8 Oct, 02:10 FixEngine
    Show details

    clipmove() really needs concrete indication of a moving point's starting floor height for this optimization to work correctly, and inferring that ourselves without it being explicitly passed in isn't something that would work.

    Reverts
    81f7c71 — engine: make floor sprites clip a little more like floors (Build 9710)

Build 9720

7 Oct 2021 · 10 commits · 1 author GIT
Open build
  • fix SDL fullscreen issues

    TerminX cae5d70 written 22 Sep 2021 FixEngine
  • remove r_pr_vbos cvar and the code paths used for values 0 and 1

    TerminX 1682ff4 written 14 Aug 2021 FixEngine
    Show details

    r_pr_vbos 0 was broken and r_pr_vbos 1 became useless once it was clear r_pr_vbos 2 wasn't causing issues.

  • add GL context version to glinfo, allow in 8 bpp mode (it's still backed by a GL surface, after all...)

    TerminX ab2e5f0 written 8 Aug 2021 Engine
  • manually flush console log file ptr in crash handler

    TerminX a68d0d8 written 25 Sep 2021 FixEngine
Open the build to see all 10 commits

Build 9710

6 Oct 2021 · 31 commits · 1 author GIT
Open build
  • add coordinates to log output from clipmove()

    TerminX 32d5774 written 29 Sep 2021 Engine
  • make floor sprites clip a little more like floors

    TerminX 81f7c71 written 3 Oct 2021 Engine
  • bump MAXCLIPNUM to 4096

    TerminX c5f07af written 3 Oct 2021 Engine
    Show details

    This isn't really ideal, but neither is hitting the limit due to maps with an excessive number of sprites that use clipshapes.

  • fix double free on exit

    TerminX 147b25f written 26 Sep 2021 FixEngine
  • implement buildvfs_exists() using GetFileAttributes() on Windows and stat() elsewhere, FORCE_INLINE some stuff in vfs.h

    TerminX 26bb86c written 20 Sep 2021 Engine
    Show details

    The rationale behind this change is that I was profiling CPU use during loads of particularly heavy .def files (10000+ items) and discovered an inappropriate amount of CPU time was being spent inside access(). So, I did some research and found several cases where people on stackoverflow etc had asked what the fastest method of determining whether or not a file exists was, with the results of several benchmarks being given as answers. GetFileAttributes() seemed to win on Windows and stat() seemed to win on Linux, and I did not see any results where access() was a serious contender when included in the spread of tested functions, with the best I saw being 1100-something nanoseconds for access() and 800-something for stat(). This whole thing would be faster if we just read in the entire directory index and matched files against it ourselves with just the few API calls involved with retrieving the index, but access to uncooked data littered across a directory tree isn't really something I give a shit about optimizing further at the moment.

Open the build to see all 31 commits

Build 9679

6 Oct 2021 · 28 commits · 1 author GIT
Open build
  • fix incorrect lower bound for r_anisotropy

    TerminX 8b7d242 written 1 Sep 2021 FixEngine
  • inline openfrompath_internal

    TerminX e7f6ab2 written 7 Aug 2021 Engine
  • disable SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING if _MSC_VER is defined

    TerminX 5427125 written 25 Aug 2021 Engine
  • include mimalloc-new-delete.h in smmalloc_generic.cpp

    TerminX 9104759 written 2 Aug 2021 Engine
    Show details

    This defines global new/delete overrides, so look here if problems stemming from those ever arise.

  • don't crash when loading corrupt maps with sectors with zero walls

    TerminX a4e37d7 written 1 Sep 2021 FixEngine
    Show details

    This also makes the editor recognize corrupt sectors with < 3 walls and try to repair the map. It works for the corrupt sectors in E4L1, at least. Please immediately report any problems caused by this change directly to me.

Open the build to see all 28 commits

September 2021 4 builds · 6 commits

Build 9603

10 Sep 2021 · 5 commits · 1 author GIT
Open build
  • General

    Ken-Build, Duke3D, SW, mmulti: Replace rand with wrand almost everywhere.

    NY00123 e846be2 written 30 Aug 2021 Engine
    Show details

    Outside of 3rd party libraries, remaining uses are the Polymer-specific macro LIGHTRAD2 within Duke3D, system_15bit_rand and vox2poly. Also use WRANDOM_MAX in SW.

  • Add wrand, intended to mimic the behaviors of Watcom C 10.0's rand.

    NY00123 fbf1c84 written 30 Aug 2021 Engine
    Show details

    Also add WRANDOM_MAX. This will be used in SW, preventing possible freezes.

  • Split krand definitions from build.h to a new header, random.h

    NY00123 c22bf0e written 30 Aug 2021 Engine
Open the build to see all 5 commits

Build 9598

8 Sep 2021 · 1 commit · 1 author GIT
Open build
  • polymer: show shader compile log on failure, not just link log

    Plagman 25afea9 written 16 Aug 2021 Engine
    Show details

    Mesa conveys most of the useful info through there, not linking.

August 2021 18 builds · 47 commits

Build 9584

25 Aug 2021 · 2 commits · 1 author GIT
Open build
  • allow pasting into the console from the system clipboard with RMB

    TerminX b47e704 25 Aug, 20:43 Engine
    Show details

    Disable with "osdclipboard 0".

  • clear mouse buttons when toggling the console

    TerminX c465145 25 Aug, 20:42 Engine

Build 9568

21 Aug 2021 · 56 commits · 1 author GIT
Open build
  • fix issue with Polymer lights sometimes not appearing after the player dies and respawns

    TerminX d595a39 written 20 Aug 2021 FixEngine
    Show details
  • skip drawing sprites in textured view if the sector is grayed out

    TerminX b4d1041 written 18 Aug 2021 Engine
  • use bitmap_set/bitmap_test in cansee()

    TerminX 0ffad64 written 24 Jul 2021 Engine
  • improvements to the updatesector family of functions

    TerminX f995201 written 19 Jul 2021 Engine
    Show details

    Implements the concept outlined in MR 114 and adds some additional checks to prevent more calls to getsectordist() than necessary

  • guard some modified behavior in pushmove() with an enginecompatibilitymode == ENGINE_EDUKE32 check

    TerminX 785390e written 18 Jul 2021 Engine
Open the build to see all 56 commits

Build 9512

21 Aug 2021 · 1 commit · 1 author GIT
Open build
  • Initialize blend to 0 when inserting sprites

    Dino Bollinger c0b0118 21 Aug, 22:26 FixEngine
    Show details

    This fixes a bug where stale blend values could be transferred over from a previously loaded map.

Build 9511

16 Aug 2021 · 1 commit · 1 author GIT
Open build
  • update sectors if visibility changed.

    Plagman d032a99 written 13 Feb 2021 Engine
    Show details

    Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.