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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June 2012 14 builds · 26 commits

Build 2789

27 Jun 2012 · 1 commit · 1 author SVN
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  • General

    Fix the overlooking of EDUKE.CON in the absence of DUKE3D.GRP caused by r2726. Also, tweak a few string literals' use of quotation marks.

    Hendricks266 r2789 27 Jun, 10:45 FixCON

Build 2788

26 Jun 2012 · 8 commits · 1 author SVN
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  • General

    Fix actors at action 0 executing the action C code protion in gameexec.c.

    Helixhorned r2788 26 Jun, 12:50 Fix
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    The bug was introduced with SAMESIZE_ACTOR_T enabling in r2208. This fixes being unable to read the messages in A.Dream* by zykov eddy.

  • General

    When teleporting silently, also set g_player[].ps->bobposx/y to the new position

    Helixhorned r2785 26 Jun, 12:49 Fix
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    This fixes an integer overflow when a distance is calculated later.

  • General

    Integer Overflow Offensive continued: first round of -ftrapv - cleanness.

    Helixhorned r2784 26 Jun, 12:49 Fix
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    That is, "clang -ftrapv" builds don't abort almost immediately after entering a level. There are various classes of overflow bugs, needing different handling: - Some texture mapping code was written with signed integer wrapping semantics in mind. In some places, we're able to get away with unsigned casts. - sometimes, we really need a wider range, like when calculating distances or dot products - negating INT_MIN. Here, we cast to int64_t temporarily. Note that if the result is 32-bit wide, no 64-bit code may actually need to be generated. - shifting into a signed integer's sign bit. We cast to uint32 here. - in hitscan(), at the "abyss crash prevention code" comment, it's clearly the other code that is better... This is not merely done for pedantry, but rather makes it easier to track down overflow bugs having a real impact on the game.

  • General

    Fix a thinko in a comment (about commenting) in build/Makefile.

    Helixhorned r2783 26 Jun, 12:49 Fix
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Build 2780

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

    Fix being unable to hit ENTER on VIDEO SETTINS -> RENDERER SETUP with classic.

    Helixhorned r2780 22 Jun, 14:40 FixEngine

Build 2776

21 Jun 2012 · 2 commits · 1 author SVN
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  • General

    Fix a single usage of S_IREAD instead of our BS_IREAD compatibility version

    TerminX r2776 21 Jun, 12:48 Fix
  • General

    Fix useless "No error" message when loading palette.dat fails, change file casing in error message for failing to load tables.dat to reflect the filename actually passed to kopen4load().

    TerminX r2775 21 Jun, 12:47 Fix

Build 2761

13 Jun 2012 · 9 commits · 1 author SVN
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  • General

    Integer Overflow Offensive, First Act: rintersect, hitscan, neartag.

    Helixhorned r2761 13 Jun, 16:13 FixEngine
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    It's time to replace some int32s with 64-bit ints in core engine functions. The problem is that for example, the dot product is taken between vectors that may be the difference between two arbitrary points in a sector, so even if one sticks to the "no blue walls" rule, that doesn't guarantee freedom from overflows.

  • General

    Fix a div by zero in polymost_internal_nonparallaxed.

    Helixhorned r2758 13 Jun, 16:13 Fix
  • fix a div by zero when drawing tile info for void tile in 3D mode.

    Helixhorned r2757 13 Jun, 16:13 FixEngine
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    This was exposed by Clang with -ftrapv, which apparently also traps those.

  • General

    Lunatic translator: fix dangling else and add a test file, tweak warnings

    Helixhorned r2756 13 Jun, 16:13 Fix
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Build 2743

6 Jun 2012 · 1 commit · 1 author SVN
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  • General

    Fix MSVC build error caused by the use of a C99 feature (that should have been added to the compiler about 13 years ago)

    TerminX r2743 6 Jun, 19:59 Fix

Build 2740

5 Jun 2012 · 2 commits · 1 author SVN
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  • General

    TROR/classic: fix a certain class of underdraw glitches.

    Helixhorned r2739 5 Jun, 15:21 FixEngine
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    Those were happening when wall drawing in an upper/lower layer "closed" too much of the "curtain" (umost/dmost) for subsequent drawing in that portal. Example: looking down the sewer manhole at the beginning of Retaliation will now render without HOM.

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Build 2737

3 Jun 2012 · 8 commits · 1 author SVN
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  • net

    second part of buffer overflow check correction.

    Helixhorned r2736 3 Jun, 12:20 Fix
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    This was supposed to go into the last commit, but I did git commit --amend without adding the changes to the index. Now I'm too lazy to sort things out.

  • net

    correct packet buffer overflow checks.

    Helixhorned r2735 3 Jun, 12:20 Fix
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    The GAMESTATE one has to be carried out twice, first on the data from xd3_encode_memory, and then with the compressed data (because it might have increased in size, though this is very unlikely). The MOVE check is similar, though there, failure of the first check implies corrupt memory (which is why we're Bassert'ing that condition). Currently, the overflow on GAMESTATE sending happens when switching to a different map.

  • General

    Fix a "set but not used warning" in xdelta3.c, revert definition of XD3_ASSERT.

    Helixhorned r2733 3 Jun, 12:20 Fix
  • General

    Revert a change in xdelta3.c done in r2683.

    Helixhorned r2732 3 Jun, 12:20 Fix
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May 2012 25 builds · 36 commits

Build 2710

29 May 2012 · 6 commits · 1 author SVN
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  • fix one stack index, comment on a problem with ffi.C access.

    Helixhorned r2710 29 May, 13:01 Fix
  • General

    A couple of minor fixes and comments that got accumulated in my tree.

    Helixhorned r2709 29 May, 13:01 Fix
  • General

    In CON showview, if drawing off-screen, clear the view with pal 0 and bail out.

    Helixhorned r2706 29 May, 13:01 FixCON
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    This fixes the glitches/corruption whereever showview is used from EVENT_DISPLAYROOMS while the scene is actually rendered to a tile instead of the frame buffer, for example because we have a tilted view or "pixel doubling" enabled. Fixing it for real (i.e. so that the showview actually completes) will require more effort.

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Build 2701

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

    Disallow high-quality (640x480) tilted screen if MAXYDIM is less than 640.

    Helixhorned r2698 26 May, 14:58 FixEngine
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    This fixes the crash on Wii when looking sidewards (e.g. when dying), but makes the tilted view look more pixelated. The problem was that an attempt was made to render onto a 640x640 tile for the rotated view, but the base engine arrays were too small for that.

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Build 2696

25 May 2012 · 3 commits · 1 author SVN
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  • General

    Fix harmless "cast to pointer from integer of different size" warning with x64.

    Helixhorned r2696 25 May, 11:39 Fix
  • General

    With engine compiled for V7 limits, refuse loading maps exceeding them.

    Helixhorned r2694 25 May, 11:39 FixEngine
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    Also, correct the loadboard() return value checks in premap.c to be aware of a returned -2 ("wrong map version").

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Build 2693

25 May 2012 · 7 commits · 2 authors SVN
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  • General

    Fix some *printf format-char/vararg mismatches on x86_64 in net.c.

    Helixhorned r2691 25 May, 08:23 Fix
  • General

    Fix gamearrays on 64-bit platforms.

    Helixhorned r2689 25 May, 08:23 FixCON
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    They were broken by r2666, which made their elements intptr_t instead of int32_t, but this change was not reflected in related allocation code. WARNING: players on 64-bit platforms should not attempt to load games saved with r2665 or earlier.

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Build 2685

20 May 2012 · 3 commits · 1 author SVN
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  • General

    Mac OS X: Add correct default values for 'gameexecutable' cfg string so that the Mapster32 test feature works with .app bundles.

    Hendricks266 r2684 20 May, 00:24 FixEngine
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    Note: You may encounter a crash if you try to test your map and Mapster32 is running fullscreen.

  • General

    Fix warnings in net.c and xdelta3.

    Hendricks266 r2683 20 May, 00:23 Fix
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