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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December 2012 5 builds · 6 commits

Build 3266

10 Dec 2012 · 4 commits · 1 author SVN
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November 2012 5 builds · 5 commits

Build 3192

15 Nov 2012 · 1 commit · 1 author SVN
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  • General

    Add "ulotag" and "uhitag" to get/setactor/wall/sector, which exposes the tags unsigned, without the typecast to int16_t. This might be useful to someone.

    TerminX r3192 15 Nov, 16:54 EngineCON

Build 3189

15 Nov 2012 · 5 commits · 1 author SVN
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  • CON

    make lotag/hitag getters return signed values, as per agreement on IRC.

    Helixhorned r3189 15 Nov, 13:10 EngineCON
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    This means that the internal change done to these sprite members in r3159 is hidden from CON for backward-compatibility purposes. Note that .cstat and .{ceiling,floor}stat aren't touched, and will return unsigned values to CON.

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Build 3161

14 Nov 2012 · 3 commits · 1 author SVN
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  • General

    Fix the warnings when building with C++, add MSVC C++ build support. This also changes the internal type of lotags, hitags and cstat type fields to uint16_t instead of int16_t to clean up some dubious behavior wherein the code was using a value of 32768 as a flag in these fields for certain types of things, like invisible sprites (using the value as if it was uint16_t) where it was elsewhere checking if the value was < 0 (using the value as if it was int16_t). This change may break a few specific effects if any part of the relevant code was missed when looking for areas that needed to be addressed.

    TerminX r3159 14 Nov, 15:32 FixEngineCON
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    I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)

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October 2012 3 builds · 3 commits

Build 3101

28 Oct 2012 · 6 commits · 1 author SVN
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  • General

    Add EVENT_CHANGEMENU and clean up menus.c a little more.

    Hendricks266 r3101 28 Oct, 21:29 CON
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    This event is useful in certain circumstances where you want to skip a menu/screen value and the design of the monster switch statement would require the M_ChangeMenu() call to be intercepted or the unwanted screen will flash for a split second.

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Build 3089

16 Oct 2012 · 1 commit · 1 author SVN
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  • General

    Add some CON defines for friendly names to pass to definegamefuncname. Now, instead of "definegamefuncname 36 something" you would "definegamefuncname GAMEFUNC_TURNAROUND something". It's just a little something to make CON files more readable.

    TerminX r3089 16 Oct, 10:05 CON

September 2012 3 builds · 4 commits

Build 3019

13 Sep 2012 · 6 commits · 1 author SVN
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  • General

    Revise EVENT_CHANGEWEAPON so that RETURN has no effect except for two values. -1 will cancel the weapon switch. -2 will override the switch to whatever value p->curr_weapon is set in the course of the event.

    Hendricks266 r3015 13 Sep, 00:06 CON
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    While we're at it, factor out duplicate code into P_ChangeWeapon().

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Build 3000

5 Sep 2012 · 7 commits · 1 author SVN
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  • General

    Factor out some repeated code into G_{Load,Save}PlayerMaybeMulti.

    Helixhorned r2999 5 Sep, 10:25 CON
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    This currently says that MP saving/loading isn't supported, but doesn't really work correctly. Also, properly bound-check the immediate argument to CON's 'save' command and one more ... -> G_HandleAsync().

  • General

    Factor out snprintf'ing a maybe-modDir'd file name into macro G_ModDirSnprintf().

    Helixhorned r2997 5 Sep, 10:25 CON
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    ... and use it in three places. In two of these uses, 1) CON {read,write}arrayfromfile and 2) G_SavePlayer, display an error message if the file name such generated is too long. In the CON commands of 1), also error out if the file couldn't be opened.

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Build 2992

2 Sep 2012 · 12 commits · 1 author SVN
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  • General

    Remove some #if 0 blocks that are probably of no interest any more.

    Helixhorned r2981 2 Sep, 07:00 EngineCON
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    For reference, they are the following: - cache1d.c: suckcache() - build.c: compare_wall_coords() - make switch-invisible heuristic - Mapster32: old sprite search - Mapster32: manual z range - m32script: read/writearray, qgetsysstr - menus.c: savetemp()

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August 2012 7 builds · 11 commits

Build 2976

26 Aug 2012 · 5 commits · 1 author SVN
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  • General

    Modify EVENT_CHANGEWEAPON so that it actually serves a purpose. Instead of being triggered before curr_weapon is changed, with nothing used for input or output with RETURN (meaning you could not cancel), now RETURN is set to the prospective new weapon ID and you can change it or cancel it in the event.

    Hendricks266 r2976 26 Aug, 20:53 CON
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    Note that since setting RETURN did nothing before, there is no backwards compatibility to uphold. Therefore, setting RETURN to 1 will cause the pistol to be selected, not disable the event. Set RETURN to -1 to cancel switching.

  • General

    Add EVENT_PREGAME. Now all sprites are processed in the following fashion:

    Hendricks266 r2973 26 Aug, 20:49 EngineCON
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    1. EVENT_PREGAME 2. hardcoded stuff 3. EVENT_GAME One potential use is to examine values which are clobbered by commands such as ifhitweapon/ifwasweapon.

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Build 2930

19 Aug 2012 · 14 commits · 1 author SVN
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  • General

    Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.

    Helixhorned r2929 19 Aug, 05:57 CON
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    ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands using rotatesprite are ANDed with (ROTATESPRITE_MAX-1). Some of the functions use ROTATESPRITE_MAX for different internal purposes, which will not be exposed to CON now (a good thing). Also, dorotspr_handle_bit2 is made clearer.

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Build 2895

13 Aug 2012 · 18 commits · 1 author SVN
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  • CON

    in showview*, use new aspect determination if r_usenewaspect is 1.

    Helixhorned r2895 13 Aug, 11:26 CON
  • General

    Rewrite the EVENT_ANIMATESPRITES loop (G_DoEventAnimSprites calls) for clarity.

    Helixhorned r2893 13 Aug, 11:26 CON
  • CON

    in fake multi-mode, play 'globalsound' even if player index isn't screenpeek.

    Helixhorned r2890 13 Aug, 11:26 CON
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    This makes sounds like DUKE_GET (item pickup) be heard for the second player in the splitscreen mod, too.

  • General

    If a value of 1 is returned from EVENT_DISPLAYROOMS, don't draw them.

    Helixhorned r2889 13 Aug, 11:26 CON
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    This includes mirrors, rooms and masks. Any value other than 0 or 1 that is returned is considered an error (reserved for future use).

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