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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September 2011 15 builds · 24 commits

Build 2030

17 Sep 2011 · 2 commits · 1 author SVN
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  • General

    More natural mouse picking in software mode, closer to "what's under the cursor

    Helixhorned r2030 17 Sep, 07:26 FixEngine
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    is picked" but still not perfect. In particular, sometimes a wrong wall is selected, and sprites don't get picked through portals. As a rule of thumb, don't be too far away from the objects you're modifying in 3D mode.

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Build 2026

15 Sep 2011 · 9 commits · 1 author SVN
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  • General

    Add high-resolution timers C API for profiling. The functions are called

    Helixhorned r2026 15 Sep, 10:05 Fix
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    uint64_t gethiticks() and gethitickspersec(). For SDL 1.2, the timer has the same resolution as getticks (1000 Hz). For Windows and SDL 1.3, the resolution of the underlying perf-timers is used. The only user of these functions right now is some TROR on-screen debugging code. Revert an earlier change regarding r_preview_mouseaim. We can't do the check because editstatus is set later.

  • General

    - Add new trueror1.map that showcases the functionality and limitations of

    Helixhorned r2025 15 Sep, 10:04 FixEngine
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    the additional rendering pass - Remove r_preview_mouseaim cvar from the game, since it's only for Mapster - sdlmusic.c: (Failed) attempt to fix a call of waitpid() with a non-existent process ID in the external MIDI playing code. I think there's a race there...

  • General

    Support for drawing 'island sectors' for TROR/classic (and with limited

    Helixhorned r2024 15 Sep, 10:04 FixEngine
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    functionality, Polymost). The new feature can be enabled/disabled with the 'r_tror_nomaskpass' cvar. The basic idea is that when drawing lower or upper levels, a first pass is performed that ignores all red walls for which the TROR nextwall link 'towards' the viewer arrives at a red wall. Thus, in the worst case, there can be up to twice as many rendering passes now (when it is discovered that the no-mask-pass isn't different that what would be drawn with the ordinary one, the latter is skipped, since we've already drawn all needed geometry). Hovever, this kind of multi-pass splitting is only suitable for simple scenes, like the upper subway in the TROR test map. In particular, multiple islands shouldn't 'see' each other. Two issues are worth mentioning: first, care needs to be taken for translucent ceilings or floors, since drawing them twice isn't the same as drawing them once. This is done for classic, but not for Polymost. Second, sprites (which are always drawn _after_ the geometry for a given pass) are still clipped to the geometry of the ordinary pass, resulting in their disappearance from certain angles. -- Additionaly, a change made it into this commit that fixes redundant collection of sprites in TROR:classic/Polymost.

  • General

    - In the editor, make bunch-equal-making [J] stricter, because the way it was

    Helixhorned r2019 15 Sep, 10:02 Fix
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    handled could lead to a bunch whose floors and ceilings covered different areas. A fix for the reduced functionality arising from this change is underway. - Rewrite a small portion of code using yax_vnextsec() in game.c.

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Build 2016

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

    Add a couple of missed sanity checks for accessing player and sprite structure members as vars. Should fix crashes with stuff like "ifvare player[some value greater than MAXPLAYERS].kickback_pic blah"

    TerminX r2016 11 Sep, 23:25 FixEngineCON

Build 2015

10 Sep 2011 · 4 commits · 1 author SVN
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  • In setbrightness() and qsetmodeany(), call setpalette() only if the

    Helixhorned r2015 10 Sep, 08:45 FixEngine
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    palette changed from the last one (either globally or within the last call of one of the function). This fixes the ugly OSD flickering in 8-bit mode when a screen tint effect is in action (such as when being hurt or snotted on).

  • make the heinum&2 and stat inconsistency be displayed only once

    Helixhorned r2012 10 Sep, 08:44 FixEngine
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    with 'corruptcheck now', but still print each corrected one on tryfix.

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Build 2011

6 Sep 2011 · 6 commits · 1 author SVN
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  • General

    polymer.c: Fix a potential zero-size calloc call when a two-walled sector

    Helixhorned r2010 6 Sep, 10:46 FixEngine
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    is present (like in E4L1). Also sneak in a trivial change in cache1d.c

  • General

    Using this dynamic checking tool: http://embed.cs.utah.edu/ubc/,

    Helixhorned r2009 6 Sep, 10:46 FixEngine
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    fix two issues with signed integer overflow. One is related to clipping and the other to Polymost mouse-picking for overlong walls. Many more remain especially in the 8-bit rendering code, but I expect many of them to be intended.

  • General

    Make Polymer declare a callback function G_Polymer_UnInit() that is called

    Helixhorned r2006 6 Sep, 10:45 FixEngine
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    whenever we change to another renderer etc. and define it for the game and editor. The purpose of the function is to clean up references to Polymer resources like lights. This fixes 1) all lights becoming spot lights in the game and 2) an issue with maphack lights in the editor (can't recall which exactly).

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Build 2005

4 Sep 2011 · 1 commit · 1 author SVN
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  • General

    Fix crashes on 64-bit due to unintended address truncation on ptr vars

    TerminX r2005 4 Sep, 16:06 Fix

Build 2004

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

    Better handling of tsprites that are duplicated through TROR portals.

    Helixhorned r2004 4 Sep, 12:44 FixEngine
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    Specifically, now also consider the sprite tile's yoffset, and fix an issue when a tsprite got duplicated 'toward' the viewer. Also add a couple of tests in trueror1.map.

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Build 1999

1 Sep 2011 · 5 commits · 1 author SVN
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  • General

    Oops...

    Helixhorned r1998 1 Sep, 12:58 Fix
  • General

    BACKSPACE key in 3D mode now deletes a red-wall link when aimed at a wall or mask.

    Helixhorned r1997 1 Sep, 12:53 FixEngine
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    With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL- BACKSPACE the downwall link. These functions are useful because the automatic nextwall determination code sometimes gets it wrong (not corrupting anything) or if you want to vertically displace a sector attached to a higher or lower level. Also add the exploding ceiling example to the TROR test map.

  • General

    Much more elegant solution to updating the player's sectnum when passing through

    Helixhorned r1996 1 Sep, 11:38 FixCON
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    TROR portals that works with a little help from updatesectorz() (change not visible from CON code). Relies only on the presence of an extension whose portal isn't blocked and also plays nicely with corner cases like being shrunk and enabling the jetpack. This should fix the upward moving platforms in WGR2.

  • General

    * game and editor: emit a warning when a search-path directory specified

    Helixhorned r1995 1 Sep, 11:37 Fix
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    on the command-line isn't found (instead of saying nothing) * editor: Move inconsistent (stat&2)/heinum detection into the corruption checker. This makes a lot of original maps spew countless 'errors', but it's preferable for new maps since such floors and ceilings could behave strangely with TROR.

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August 2011 15 builds · 15 commits

Build 1993

27 Aug 2011 · 1 commit · 1 author SVN
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  • fix leak of GL query objects

    Plagman r1993 27 Aug, 21:42 FixEngine
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    In cases where performing occlusion queries for multiple red walls leading to the same sector, we would sometimes leak a number of query objects. This was apparently harmless on NVIDIA drivers, but would leak tons of memory on ATI.

Build 1992

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

    weapons.con.sample: fix a potential bug modders may encounter: use the special G_Draw temp variables in G_DrawWeaponTile(_crystal) instead of the ones intended for individual drawing states

    Hendricks266 r1992 26 Aug, 22:08 FixCON

Build 1991

21 Aug 2011 · 2 commits · 1 author SVN
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  • fix sector masks translucency.

    Plagman r1991 21 Aug, 12:41 FixEngine
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    The code was using the Polymer-cached version of the sector cstat to determine the translucency of its diffuse material, meaning it would never get it right on the first try; that's what you get for having completely different variables named 's' and 'sec'.

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Build 1982

20 Aug 2011 · 9 commits · 1 author SVN
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  • fix external view.

    Plagman r1982 20 Aug, 14:06 FixEngine
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    Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.

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Build 1969

17 Aug 2011 · 2 commits · 1 author SVN
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  • General

    Various cleanup work:

    Helixhorned r1969 17 Aug, 11:52 FixEngine
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    - fix an earlier 'oops': make highpals load correctly again - maphack lights shouldn't be double-loaded now - slight tweak to the loading screen fadein/out timing - two bound checks - make some variables static in engine.c

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Build 1967

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

    * "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.

    Helixhorned r1967 16 Aug, 12:17 FixEngine
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    The two bugs are: - RPG projectiles don't pass through water - can't emerge from slime in bobsp2 * Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again.

Build 1966

15 Aug 2011 · 1 commit · 1 author SVN
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  • General

    fix sector updating between TROR bunches, leading to 'being stuck' glitches. Difference: one character.

    Helixhorned r1966 15 Aug, 08:46 FixEngine

Build 1965

14 Aug 2011 · 1 commit · 1 author SVN
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  • General

    Fix colored fog in Polymer.

    Plagman r1965 14 Aug, 20:41 FixEngine
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    This fixes a ridiculous interaction problem between non-black fog and additive lighting passes. Plagman is stupid.

Build 1964

12 Aug 2011 · 1 commit · 1 author SVN
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  • General

    Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t

    TerminX r1964 12 Aug, 08:40 FixCON