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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March 2014 9 builds · 17 commits

Build 4376

15 Mar 2014 · 8 commits · 1 author SVN
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  • warn if a 'spriteflags' is issued after its actor definition...

    Helixhorned r4373 15 Mar, 07:10 EngineCON
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    ... or another 'spriteflags' or 'sprite*' directive.

  • General

    Add new actor flag and predefined CON label SFLAG_NODAMAGEPUSH.

    Helixhorned r4371 15 Mar, 07:10 EngineCON
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    This flag is set from C for some enemies that should not be pushed back when damaged, such as TANK. Both the tile flag and the per-sprite flag are used (i.e. the ultimate flag value is the XOR of the two). Add currently non-functional example to test.lua that attempts to set this bit for NEWBEAST.

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February 2014 13 builds · 29 commits

Build 4357

28 Feb 2014 · 2 commits · 1 author SVN
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  • General

    a.m32: add states 'uniformceiling' and 'uniformfloor'.

    Helixhorned r4357 28 Feb, 12:33 Engine
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    Given highlighted sectors, these take the arithmetic mean of their ceiling's or floor's (respectively) z, removing the slope bit from all, and setting the new z to the mean one, rounded down to 1024 Build z units (one PGUP/PGDN). BUILD_LUNATIC.

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Build 4353

22 Feb 2014 · 9 commits · 1 author SVN
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  • General

    Amend r3822 ("Make deletion of an amb. sound MUSICANDSFX stop its sound again.")

    Helixhorned r4352 22 Feb, 11:38 FixEngine
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    We shouldn't be using its actor[].t_data[8] because that one is used by the sprite rotation-fixing system (which fixes STAT_FX sprites to the positions relative to the pivot, too). Test case source/lunatic/test/delmusicsfx.lua still passes with this modification.

  • General

    Give sprite cstat bit 2048 (NOSHADE, Mapster32 key [N]) a macro name.

    Helixhorned r4350 22 Feb, 11:38 Engine
  • include .blend in sprite display/edit/search (Shift+TAB/F8/Alt+F8).

    Helixhorned r4349 22 Feb, 11:38 Engine
  • don't save comments to mapster32.cfg's command-line history.

    Helixhorned r4348 22 Feb, 11:38 Engine
  • General

    engine.c: in loadlookups(), error out if attempting to load at a reserved pal.

    Helixhorned r4345 22 Feb, 11:38 Engine
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Build 4344

22 Feb 2014 · 3 commits · 1 author SVN
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  • 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
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    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.

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Build 4338

19 Feb 2014 · 2 commits · 1 author SVN
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  • General

    engine.c: always setup blending table whenever drawing translucent objects.

    Helixhorned r4338 19 Feb, 11:47 Engine
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    BUILD_LUNATIC.

  • engine.setupDebugBasePal(), auto-detect 2nd+ shadexfog.translate().

    Helixhorned r4337 19 Feb, 11:47 Engine
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    engine.setupDebugBasePal() set up the water base palette such each of the first 15 "ramps" of 16 consecutive colors has a single, "representative" color. For example, color indices 0-15 and black, 16-31 are dark gray. In shadexfog.lua, list remappings from LOOKUP.DAT that are expressible as remappings of 16-tuples.

Build 4336

16 Feb 2014 · 5 commits · 1 author SVN
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  • add engine.saveLookupDat() and document, related tweaks.

    Helixhorned r4336 16 Feb, 11:16 Engine
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    - Mapster32: before loading LOOKUP.DAT, set palookup[0][239]=239 to make an identity map of the base shade table's shade 0 - Rewrite color index remapping case of makepalookup() for clarity BUILD_LUNATIC.

  • General

    Factor out common parts of loading LOOKUP.DAT into engine.c:loadlookups().

    Helixhorned r4334 16 Feb, 11:16 Engine
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    Also, error if didn't read enough data and account for TITLE and REALMS swap between basepal number and on-disk order (sigh).

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Build 4313

9 Feb 2014 · 4 commits · 2 authors SVN
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  • General

    Extend PALETTE.DAT format to allow carrying additional blending tables.

    Helixhorned r4312 9 Feb, 11:22 Engine
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    Lunatic: also, add an additional argument 'moreblends' to engine.savePaletteDat() and document that function. See test/shadexfog.lua for a "user-friendly" wrapper shadexfog.save() which prints success or errors.

  • move code in test/shadexfog.lua to engine.savePaletteDat() and complete it.

    Helixhorned r4311 9 Feb, 11:22 Engine
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    The function now writes out a full PALETTE.DAT: base balette, shade table and translucency table.

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Build 4309

8 Feb 2014 · 12 commits · 1 author SVN
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  • update dynsymlists. Move blendtable[] from build.h to engine.c.

    Helixhorned r4309 8 Feb, 06:37 Engine
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    BUILD_LUNATIC.

  • add a 'lastokcol' argument to engine.nearcolor() and document it.

    Helixhorned r4308 8 Feb, 06:37 Engine
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    On the C side, slightly rewrite (now) getclosestcol_lim() for clarity.

  • document engine.*blendtab() and engine.getrgb() functions.

    Helixhorned r4307 8 Feb, 06:37 Engine
  • remove sprite members 'detail' and 'filler', add 'blend', make r/w.

    Helixhorned r4306 8 Feb, 06:37 EngineCON
  • General

    In the C code, rename sprite[].filler to 'blend'.

    Helixhorned r4305 8 Feb, 06:37 FixEngineCON
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    Also, fix a missed .filler -> g_ambiencePlaying[] rewrite in the editor. In C-CON, 'detail' is kept as alias to C-side (former) .filler / now .blend, but that name is *deprecated*.

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January 2014 8 builds · 17 commits

Build 4286

31 Jan 2014 · 7 commits · 1 author SVN
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  • General

    sector.c: factor out goto soup in P_CheckSectors() into function.

    Helixhorned r4283 31 Jan, 13:12 Engine
  • General

    sector.c: cleanup round 3, P_ActivateSwitch() refactoring.

    Helixhorned r4282 31 Jan, 13:12 Engine
  • General

    sector.c and related cleanup, round 2.

    Helixhorned r4281 31 Jan, 13:12 Engine
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    - use SPRITES_OF* iterator macros - new function: E_SpriteIsValid(); add some safety checks (e.g. hitag used as sprite index) - the rest is mostly "the usual code transformations"

  • General

    sector.c: cleanup round 1, trivial changes.

    Helixhorned r4280 31 Jan, 13:12 Engine
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Build 4266

24 Jan 2014 · 6 commits · 1 author SVN
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  • make wall texture alignment [.]/[,] work with bottom-swapped walls.

    Helixhorned r4265 24 Jan, 13:39 Engine
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    In simple cases, it should be added. Combinations of alignment across TROR boundaries and bottom-swapping will probably not work right.

  • General

    Improve determination of when a sprite should be drawn before a masked wall.

    Helixhorned r4264 24 Jan, 13:39 Engine
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    Concretely, in the "behind, outside" case, draw the sprite early if any of its 2 or 4 corner points are behind the masked wall, and inside the cone or on the other outside.

  • document engine.*shadetab() functions. DONT_BUILD.

    Helixhorned r4262 written 19 Jan 2014 Engine
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Build 4257

12 Jan 2014 · 3 commits · 1 author SVN
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  • General

    Engine-side per-map ART file support.

    Helixhorned r4257 12 Jan, 06:54 Engine
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    When a map named <filename>.map is loaded (<filename> may also contain directory separators), the engine checks for existence of <filename>_XX.art in the virtual file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive sequence of these ART files, i.e. aborts whenever a number in the sequence isn't found (in contrast to normal ART loading). Restrictions: - the per-map ART files must not reside in ZIP files - if a tile number is attempted to be overridden that has a dummytile or is cache1d-locked, per-map ART loading fails On failure, the map is still loaded, but a diagnostic message is output to the log/OSD. Loaded per-map ART data are cleared whenever the map is "left". In particular: - whenever another map is loaded - in the editor: when a new map is started - in the game: after the bonus ending screen of a finished level, after going to the title screen via the menu A final note: file names are supposed to be looked up and compared case-sensitively. That is, <filename> must match EXACTLY between the map's and per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will come and eat you! BUILD_LUNATIC.

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