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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January 2012 16 builds · 25 commits

Build 2277

22 Jan 2012 · 1 commit · 1 author SVN
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  • General

    Fix sprite[] access with indices > MAXSPRITES in Polymer model drawing code.

    Helixhorned r2277 22 Jan, 09:18 FixEngine
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    Internally, updateanimation() now takes a third parameter 'lpal'.

Build 2268

19 Jan 2012 · 4 commits · 1 author SVN
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  • General

    Fix oob accesses when e.g. shooting tile -1. (can propagate via WEAPONx_SHOOTS)

    Helixhorned r2268 19 Jan, 13:58 FixCON
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    Ideally, we would also warn when setting WEAPONx_SHOOTS to negative values, but we'd have to intercept CON's setvar's and it wouldn't be pretty.

  • General

    less trivial stuff

    Helixhorned r2266 19 Jan, 13:57 Fix
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    - fix one bound-checking line - rewrite two lines in astub.c to potentially not overflow an int16 - make tiletovox[] an array of int16's

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Build 2257

14 Jan 2012 · 2 commits · 1 author SVN
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  • General

    Fix parallaxed sector display in Mapster32 on Polymer.

    Helixhorned r2257 14 Jan, 06:48 FixEngine
  • General

    Fix the Polymer hitches first encountered with Parkade.

    Helixhorned r2256 14 Jan, 06:48 FixEngine
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    The cause was a combination of many factors. First, Polymer requires the start-drawing position to be inside the sector to draw (deviations lead to incorrect drawing). This was violated by the game, because it interpolated the current and next tic position without updating the sectnum, leading to inconsistencies especially when passing through narrow sectors. Polymer worked around it by doing an updatesector() each frame, however this works poorly for maps with overlapping geometry such as SoS or RoR. The solution to this is to add a new engine function, updatesector_onlynextwalls(), which searches the sectors (via nextsector) in breadth-first fashion instead of from 0 to numsectors-1, like updatesector does when it fails for the *immediate* nextwall neighbors. Internally, the breadt-first search helpers are moved into the engine.

Build 2255

12 Jan 2012 · 8 commits · 1 author SVN
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  • General

    winlayer.c: in WM_PALETTECHANGED handling code ("someone stole the palette

    Helixhorned r2255 12 Jan, 12:49 Fix
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    so try and steal it back"), prevent calling IDirectDrawSurface_SetPalette() with NULL arguments, causing a crash. It's happened for me on Vista, when initially changing from 8-bit to 32-bit mode.

  • General

    Add Makefile option to use the DMALLOC (debug malloc) library.

    Helixhorned r2254 12 Jan, 12:49 Fix
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    I didn't have much success in finding bugs using it, but it works out-of-the-box on my setup, so it may be useful in the future.

  • General

    Temporarily disable the 'model thinning-out' feature intended to save memory.

    Helixhorned r2251 12 Jan, 12:48 Fix
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    It turns out that with model interpolation, out-of-bounds frame numbers may be generated with thinned out models, so disable it until I can sort out what's wrong with it. Also, minor code cleanup.

  • General

    Fix actor[].dispicnum becoming negative.

    Helixhorned r2249 12 Jan, 12:48 Fix
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    Since the original source code release of Duke3D, there was a potentially dangerous hack where actor[].dispicnum was set to -4 to signal "this actor should not have a floor shadow for this moment" (it doesn't really work, if you ask me). Now, use another bit of actor[].flags for that purpose because setting any picnum members to negative values asks for trouble.

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Build 2235

5 Jan 2012 · 3 commits · 1 author SVN
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  • General

    When loading a game, DON'T restore 'adult' TV tiles. This fixes the recent

    Helixhorned r2235 5 Jan, 12:48 FixEngine
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    crashes. Usually, after loading a game, some wall tiles are tweaked depending on whether adult mode is enabled or not. If it's not, those wall picnums are replaced with blank or broken screens. If it is, they are restored from the wall's .extra member. Apparently though, Mapster32 leaves some .extra members floating around even after deleting a TROR nextwall link (it's used as the 'lower wall index'). Because MAXWALLS is greater than MAXTILES, this may produce out-of-bounds accesses and corrupt memory (besides setting wall tilenums to nonsensical values) later in the game. Other than that, the change only affects loading savegames created with adult mode OFF. Kinky TV screenies simply won't be restored then.

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