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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Showing 2011 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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July 2011 13 builds · 13 commits

Build 1927

3 Jul 2011 · 1 commit · 1 author SVN
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  • General

    * New m32script commands:

    Helixhorned r1927 3 Jul, 15:51 FixEngineCON
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    - sethighlightsector <sectnum> <on?> - updatehighlightsector - collectsectors <<array_to_collect_sectnums>> <initial_sector> <<num_collected_sectors>> <sector_filtering_state> The latter does a breadth-first search starting from an initial sector and collects nextsectors only when the filtering state, given a sectnum as RETURN input, writes a nonzero value into RETURN. As a usage example, a.m32 includes the state 'collect_teleporting_sectors', that collects all sectors containing an SE7 and highlights them afterwards. This way, it should be possible to retrofit old maps with TROR by distributing small scripts that do most of the work (right now, joining has to be done by hand, though). * corruption checker: for the 'nextwall inconsistent with nextsector' corruption, suggest an alternative fix by searching fitting nextwalls and changing the nextwall of the corrupt wall (as opposed to the nextsector). It will display with a leading '?' in the listing, and can be demanded by suffixing 'corruptcheck tryfix' with it. For example, corruptcheck tryfix 9-21 ? would fix some corruptions in Billy Boy's cranium.map without introducing drawing errors. * fix demo playback (tueidj figured this out)

June 2011 11 builds · 11 commits

Build 1924

29 Jun 2011 · 1 commit · 1 author SVN
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  • General

    * Fix usage of uninitialized array (\!), which could result in TROR connections being deleted at random when deleting sectors. I guess this is a sign of approaching senility :(

    Helixhorned r1924 29 Jun, 12:57 FixEngine
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    * When dragging highlighted sprites, do a setsprite() after each position update. This way, they won't end up on the wrong level * TROR support for SE 31 and 32 in-game, example provided in test map * some uncommited stuff for TROR: SE 6/14

Build 1922

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

    fix highlighted sector deleting and probably a couple of other inconsistencies stemming from that bug

    Helixhorned r1922 26 Jun, 16:29 FixEngine

Build 1921

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

    * Make destructable ceilings and floors (SE 13 pointing down) behave well with TROR; also carry sprites and players on the roof of a subway. The latter uses t_data[9] on the pivot sprite.

    Helixhorned r1921 26 Jun, 14:59 FixEngine
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    * Make the minimum resolution possible 640x480. Sometimes you'd accidentally enter something like 'vidmode 800 60' and crashes would ensue... * fix a warning

Build 1919

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

    Polymer ROR support, but no support for masked floor/ceilings yet.

    Plagman r1919 26 Jun, 01:54 Engine

Build 1916

24 Jun 2011 · 1 commit · 1 author SVN
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  • General

    Don't crash G_ShowCacheLocks when there are many locks; Better sprite interpolation in subways

    Helixhorned r1916 24 Jun, 04:16 FixEngine

Build 1913

22 Jun 2011 · 1 commit · 1 author SVN
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  • General

    Make certain sprites in rotating sectors impervious against diverging from their initial position due to roundoff error accumulation. The sprites affected are those with statnums 0, STANDABLE, FX, and FALLER (also SE lights, but that shouldn't be considered permanent) contained in sectors with SE 0, 6 or 14. Fix some interpolation issues with such sprites in passing, though they still jitter on occasion. For usage examples, take a look at the updated trueror1.map.

    Helixhorned r1913 22 Jun, 12:12 FixEngine
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    Implementation note: the so instrumented sprites use actor[].t_data[7] to hold a magic number (0x18190000 + pivot spr idx), and t_data[8] and [9] for the initial coords relative to the pivot point.

Build 1910

19 Jun 2011 · 1 commit · 1 author SVN
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    * Thin out models in memory by removing unused frames. This saves 200MB with DNE on Polymer.

    Helixhorned r1910 19 Jun, 11:30 FixEngine
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    * fix memory corruption when loading a Polymer savegame using another renderer and then change to Polymer * fix possible crash in OSD_Exec() and uninitialized mem access in game config reader * move makeasmwriteable() to baselayer.c

Build 1908

18 Jun 2011 · 1 commit · 1 author SVN
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  • General

    * Tighter y[ud]most clamping in TROR/classic. This fixes the overdraw bug when standing on the rails in the test map.

    Helixhorned r1908 18 Jun, 06:02 FixEngine
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    * Voxel tweaks: horizontally scale wall-aligned ones by 5/4, make them ignore per-tile yoffset in classic (i.e. emulate Polymost; I think this is more sensible since they're not clipped to floors/ceilings anyway), make Polymost know the voxel scale * Always cull back-facing, one-sided, wall-aligned sprites (classic/Polymost), irrespective of whether it's a sprite, voxel or model. This can lead to falsely not drawing them in certain circumstances, but IMO that's preferable to visible hidden switches etc. * Change defaults for r_novoxmips to 1 and lazytileselector to 0

Build 1904

16 Jun 2011 · 1 commit · 1 author SVN
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  • General

    Fix mapster's command-line parsing and copy over some of the 'custom mod dir' logic, currently used in the sound board to also find files outside of GRPs.

    Helixhorned r1904 16 Jun, 12:39 FixEngine

Build 1901

3 Jun 2011 · 1 commit · 1 author SVN
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  • General

    A couple of tweaks for easier work with TROR:

    Helixhorned r1901 3 Jun, 17:06 FixEngine
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    * When TROR-joining and sectors reachable through former red walls could need displacement, ask the user; if something is wrong with the walls of the two components to join, jump to that place and print coordinates of offending wall and its point2 in the OSD * Ctrl-TAB in 2D mode now toggles filling of the currently aimed-at sector; it's not very in sync with the rest of the controls though (e.g. some commands will potentially affect each sector that contains the crosshair) * Fill sectors slightly different so that highlighted sectors above each other are easier to distinguish * In the editor, always clear the screen to a 'rainbow' of the palette before each frame. This makes no-draw ('HOM') and accidental translucency glitches stand out more clearly * a few misc. tweaks, consistency checks, and fixes

May 2011 12 builds · 12 commits

Build 1900

29 May 2011 · 1 commit · 1 author SVN
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  • General

    -- TROR:

    Helixhorned r1900 29 May, 16:10 FixEngine
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    * Mapster32 now makes sandwiches, too: select all floors of a bunch and 'extend them below'. This will put a new sector between the highlighted ones and the their lower neighbors and displace the z's accordingly. Make sure you have enough headroom. * To facilitate the above, RAlt now has two more modifier keys (checked at release time, as usual): for every sector that would be selected, END will select all sectors whose floor bunchnum equals the first (this is useful for sandwiching), and HOME will select all sectors whose ceiling bunchnum equals it (not very useful, but provided for completeness). * Sloping extended sectors is now checked more rigorously -- misc: * When deleting highlighted sectors with DEL, pressing LShift will now always delete them irrespective whether the mouse pointer is over one of them. This is useful for the cleanup of corrupted maps. * 2D drawing is slightly tweaked so that active walls always display over inactive ones

Build 1899

29 May 2011 · 1 commit · 1 author SVN
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  • tweak RShift so that unnecessary gray walls aren't selected; fix ugly bug with TROR joining

    Helixhorned r1899 29 May, 05:30 FixEngine
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    game: when entering/leaving water or slime, delay changing palette by one game tic to make it look right

Build 1895

23 May 2011 · 1 commit · 1 author SVN
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  • join sectors to a new bunch. For this, highlight exactly two connected components having the same outline and being TROR-consistent (same height etc.) and press Ctrl-J. Any ambiguity (connect c/f with f/c?, move which component?) is resolved by asking the user. Warning: hot off the keyboard and likely buggy

    Helixhorned r1895 23 May, 15:42 Engine

Build 1894

23 May 2011 · 1 commit · 1 author SVN
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  • General

    Increase default tile cache size to 24M in Mapster32 and add a command-line parameter '-cachesize <kilobytes>'

    Helixhorned r1894 23 May, 11:07 Engine

Build 1893

23 May 2011 · 1 commit · 1 author SVN
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  • fix

    loop joining/sector splitting with TROR'ed sectors, rendering bugs due to slopes. change keys: [I] toggles invisibility preview, ['I] toggles sprite invisibility bit

    Helixhorned r1893 23 May, 07:22 FixEngine

Build 1892

22 May 2011 · 1 commit · 1 author SVN
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  • General

    Polymost:

    Helixhorned r1892 22 May, 14:52 FixEngine
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    * rudimentary TROR support * free mixing of multi- and single-tile pskies * Don't cull models behind you. That is, treat them like floor sprites in that respect. This way large models like corpses don't disappear from the view unexpectedly. Classic: * tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found) Misc.: * fixes TROR-nextwall corruption when deleting sectors * tile selector 'goto' now has also completion * I forgot a file for the non-OpenGL build last time

Build 1890

18 May 2011 · 1 commit · 1 author SVN
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  • General

    * Auto-grayout for plain old sectors toggled with Ctrl-A. When it is in effect, _all_ sectors which fall outside the [min ceiling z, max floor z] bounds of all active extended sectors are deactivated.

    Helixhorned r1890 18 May, 15:44 FixEngine
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    * make it possible to duplicate from extended sectors; all extensions are cleared from them * lazy hightile loading in tile selector can now be disabled in mapster32.cfg * fixes USE_OPENGL=0 build

Build 1889

17 May 2011 · 1 commit · 1 author SVN
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  • General

    Translucent slope texture mapping; make overhead view always display grayed-out walls instead of only non-TRORed ones

    Helixhorned r1889 17 May, 14:48 Engine