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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December 2011 12 builds · 26 commits

Build 2155

4 Dec 2011 · 4 commits · 1 author SVN
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  • General

    a.m32: New function save_restore_hlsectors, also accessible from the Quote-F

    Helixhorned r2155 4 Dec, 13:21 EngineCON
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    menu. If some sectors are highlighted, save their indices. The highlighting of those particular sectors can then be restored at a later time (but careful across structural modifications that tweak sector indices) by running the same function. Shares a 'gamearray' with function 'collect_teleporting_sectors', so the latter will reset this one when run.

  • fix filling all sectors of a bunch with Ctrl-U. Previously, only

    Helixhorned r2153 4 Dec, 13:20 FixEngine
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    one sector was filled and the 'clear bunch' message was displayed even if the operation was canceled.

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Build 2146

3 Dec 2011 · 4 commits · 1 author SVN
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  • When failing to extend a collection of sectors because one of

    Helixhorned r2146 3 Dec, 05:13 Engine
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    them has a different height, print the sectnums of two differing sectors to so that the mapper can find and examine them with Ctrl-J.

  • new cfg var 'glusememcache', the same as r_memcache cvar.

    Helixhorned r2145 3 Dec, 05:13 Engine
  • when having some sectors highlighted, also show how many walls

    Helixhorned r2144 3 Dec, 05:13 Engine
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    they contain in total.

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November 2011 10 builds · 25 commits

Build 2142

27 Nov 2011 · 1 commit · 1 author SVN
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  • General

    Revert r2141 functionality because it was a stupid-ass hack and breaks E3L5.

    Helixhorned r2142 27 Nov, 04:02 FixEngine
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    The texture warping mode will need to be set depending on whether we're actually drawing a parallaxed sky or not.

Build 2141

26 Nov 2011 · 5 commits · 1 author SVN
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  • General

    Upload sky textures with s wrapping set to GL_CLAMP{_TO_EDGE}.

    Helixhorned r2141 26 Nov, 14:41 FixEngine
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    This fixes the vertical (~1 texel wide) stripes that are especially noticable with tiled art skies and Polymost with r_parallaxskyclamp=1 or Polymer (which always uploads skies with repeating s and t coords). What constitutes a sky tile is currently hardcoded to be >=78 and <=99.

  • General

    Rewrite sector duplication (Insert or C) in terms of backup_highlighted_sector

    Helixhorned r2138 26 Nov, 14:40 Engine
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    and restore_highlighted_sector functions. What this means is that TROR bunches are now correctly duplicated too (only if all sectors of a given bunch are highlighted).

  • General

    New modifier for RAlt. When RShift is depressed while highlighting sectors

    Helixhorned r2137 26 Nov, 14:40 Engine
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    (i.e. first press RAlt, then hold RShift to make it active), consider all sectors, even the grayed out ones. This makes 6 modifier keys in 4 categories for RAlt. Can you name them all? Also spell out the labels that get drawn near the reticle when applying some of the modifiers and make them not show when not actually selecting (e.g. pressed RShift alone, but have highlighted sectors)

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Build 2136

26 Nov 2011 · 1 commit · 1 author SVN
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  • General

    In backing up highlighted sectors code: also back up TROR information so

    Helixhorned r2136 26 Nov, 14:39 Engine
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    that bunches and nextwall links are restores, too. Now, to coalesce two TROR maps (e.g. for a CBP), one could do for i allsectors, sethighlightsector i 1 on the console, and then load the 'other' map to copy over the contents of the first, including all TROR stuff. Note that neither selecting all sectors with RAlt, nor duplicating them with Insert would lead to the desired effect (yet). Internally, - yax_setbunch() now has different behavior for bunchnums -1, -2 and -3 (it either clears the nextwalls or not) - build.c has a helper function free_n_ptrs(). This could be handy in other situations where many blocks of memory must be allocated consecutively and freed in case of failure

Build 2135

26 Nov 2011 · 4 commits · 1 author SVN
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  • General

    corruption checker: catch TROR-nextwalls in non-extended sectors. These

    Helixhorned r2133 26 Nov, 06:12 FixEngine
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    can be caused by copying map parts from one map to another (or a new one). The copying system is slightly broken right now....

  • General

    Backing up and restoring highlighted portion of map: calculate new

    Helixhorned r2132 26 Nov, 06:12 FixEngine
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    next{wall,sector} indices instead of using checksectorpointer() so that the nextwalls will be restored exactly as they were (provided that they are copied). Also fix tweaking the sectnums of sprites.

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Build 2130

25 Nov 2011 · 14 commits · 1 author SVN
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  • General

    Ability to duplicate an inner loop in a neighboring TROR sector.

    Helixhorned r2130 25 Nov, 01:53 Engine
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    Called 'loop punching'. In addition to duplicating the loop, the inner portions of the original and cloned loop are made into a new bunch, and the loop walls are made to be neighbors, linking their movement to each other. This gives a way to create island sectors with a differing bunchnum in the midst of an already extended area. Usage: For an extended sector containing a CCW inner loop, select its points using Ctrl+Shift. Press Ctrl-E to be queried whether to duplicate the points into the upper or lower extension (even if it's unambiguous). A number of conditions must be met for a successful 'punch', which should hopefully be more or less obvious. Among them: - loop walls should all be red - the starting wall is only considered among the non-grayed-out ones - the neighboring sector must not contain points inside or at the loop

  • General

    "Sloped extended sectors cannot be split", oops. Also fix a glitch that

    Helixhorned r2129 25 Nov, 01:52 FixEngine
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    would break out of the 2D mode loop when splitting a sector would exceed limits.

  • General

    Factor out high-level 'add loop to sector' code into own function.

    Helixhorned r2128 25 Nov, 01:52 Engine
  • General

    in 'adding new loop to sector': use local 'firstwall' instead of ovh.suckwall

    Helixhorned r2127 25 Nov, 01:52 Engine
  • General

    Three Mapster32 changes (2 wall-drawing related, 1 crash fix)

    Helixhorned r2126 25 Nov, 01:52 FixEngine
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    - Don't crash when sector joining fails under certain circumstances. - Increase the point lock (Manhattan) distance from 1/16th to 1/8th of the grid square length, making it easier to snap to vertices not lying at the grid points with grid lock on - When drawing walls, don't snap to any of them except the first drawn

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Build 2112

11 Nov 2011 · 1 commit · 1 author SVN
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  • General

    Correct thinko with the ceiling/floor movement code. When moving more than one

    Helixhorned r2112 11 Nov, 14:39 Engine
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    sector c/f and moving one of them would go beyond the other side (ceilingz > floorz), don't move any sector c/f at all. When moving only one sector in that case, move so that ceilingz == floorz.

Build 2111

11 Nov 2011 · 2 commits · 1 author SVN
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  • General

    Tweak raising/lowering (groups of) ceilings or floors.

    Helixhorned r2111 11 Nov, 12:05 FixEngine
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    Now, if more than one sectors are affected, always move them by the same amount. That is, if one of them would be sticking against the other side, don't move the rest. Another change consists of determining the z delta first, and only then moving the sprites by that amount. This fixes the problem where you'd e.g. raise a 'floor door' against the ceiling, and the effector sprites would be raised one time too much, preventing them from being lowered the next time.

  • General

    A couple of Mapster changes related to saving.

    Helixhorned r2110 11 Nov, 12:05 FixEngine
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    - new mapster32.cfg and OSD variable 'fixmaponsave_sprites', telling the editor whether to 'fix' the sprite sectnums on saving and entering 3D mode. Note that a) sprite sectnums are never fixed when 'script_expertmode' is enabled, as before, and b) sprites that have out-of-bounds sectnums are still fixed if a proper sector is found - if saving and some sprite sectnums have thus been tweaked, inform the mapper on the status line and print the changes in the OSD - fix update issue similar to an earlier one: when 'saving as', the astub.c- based file name is now updated too, so saving with Ctrl-S now saves into the one save with 'save as' (and not the old one) - don't attempt to recheck wall pointers from scratch (when saving and running with -check) if it's a TROR map

October 2011 14 builds · 25 commits

Build 2093

30 Oct 2011 · 8 commits · 1 author SVN
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  • General

    When joining sectors and there's more than one non-grayed-out sector under the

    Helixhorned r2092 30 Oct, 12:48 Engine
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    cursor, query the mapper to pick one. The joining can still fail afterwards, which makes it only a semi-automatic helper feature.

  • General

    This fixes the aforementioned TROR corruption. It happened because Mapster32

    Helixhorned r2091 30 Oct, 12:48 FixEngine
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    allowed circle-walls started on the unconstrained _other_ side of a constrained wall. Also fix a potential invalid wall access when inserting a point (pretty serious, that!)

  • General

    (Almost) correct insertion of points in the midst of having some walls drawn,

    Helixhorned r2090 30 Oct, 12:47 FixEngine
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    also for make-circle (C, SPACE). There's still a TROR corruption happening probably when inserting on constrained walls, but I've yet to get behind the real cause.

  • General

    Make deleting points correct while having some walls drawn. For that,

    Helixhorned r2089 30 Oct, 12:47 Engine
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    some wall drawing state is ripped out from overheadeditor() into a a file-scope struct (even if we don't yet need it there). If the deleting touches the first drawn point, the walls drawn so far are cleared.

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Build 2085

27 Oct 2011 · 5 commits · 1 author SVN
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  • General

    Workaround (two, actually) for the hardware gamma bug in 8-bit fullscreen with

    Helixhorned r2085 27 Oct, 06:14 FixEngine
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    ATI cards. From the time of OpenGL initialization, gamma lookup in classic/fullscreen will be done in software. Before that, always do a setgamma() after setting the palette, since this is what resets the HW gamma. However, this may lead to unappealing artifacts with portions of the scene being sent to the screen with different gammas.

  • remove ebacktrace1.dll as dependency to eduke32 and mapster32 and

    Helixhorned r2084 27 Oct, 06:14 Engine
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    add it to the 'all' target instead source/midi.c: eliminate one 'variable set but not used' warning

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Build 2079

17 Oct 2011 · 3 commits · 1 author SVN
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  • General

    Make Polymer's FOV depend viewingrange variable in a 'tangent-linear'

    Helixhorned r2078 17 Oct, 11:41 EngineCON
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    fashion. Among other things, this makes the FOV widening when shrunk work. User CON code should always check the initial viewingrange value when attempting to do FOV effects like zoom, because it is not guaranteed to be 65536 due to different screen aspect ratios etc.

  • General

    Two tweaks when keying in values directly in the editor's 3D mode.

    Helixhorned r2077 17 Oct, 11:41 Engine
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    First, when pressing 'S on signed members (like the shade), display the real signed value instead of the value cast to an unsigned type. Second, when aiming at an overwall and pressing G, affect the overwall instead of the wall. Maybe these changes affect a few other queries too...

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Build 2071

3 Oct 2011 · 4 commits · 1 author SVN
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  • General

    Fix being squished in sectors with little headroom but extended non-blocking

    Helixhorned r2071 3 Oct, 10:44 FixEngine
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    ceilings or floors. In such cases, you're not squished unconditionally (instead of fetching the ceiling or floor height of the neighbor sector), but TROR isn't meant for small-scale RoR anyway.

  • General

    Fix dragpoint()!!! There was a bug that omitted setting the new position of certain wall-points since the TROR introduction.

    Helixhorned r2070 3 Oct, 10:43 FixEngine
  • General

    Initialize prlights[lighti].flags.invalidate with 0 when calling

    Helixhorned r2069 3 Oct, 10:43 FixEngine
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    polymer_addlight(). I have no idea whether it's the 'right' thing, but it fixes this: Conditional jump or move depends on uninitialised value(s) at polymer_updatelights (polymer.c:5090) by polymer_drawrooms (polymer.c:938) . . . Uninitialised value was created by a stack allocation at loadmaphack (engine.c:9482) Fix another uninitialized access when rendering jpegs.

  • General

    Delete maphack lights when changing from Polymer to another renderer.

    Helixhorned r2068 3 Oct, 10:43 FixEngine
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    This fixes a crash when loading a map afterwards. Tweak a few debugging messages and some whitespace.

Build 2067

2 Oct 2011 · 1 commit · 1 author SVN
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  • support for creating a debugging context in winlayer

    Plagman r2067 2 Oct, 17:14 FixEngine
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    This also fixes a warning when building for Windows.