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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May 2012 25 builds · 36 commits

Build 2660

17 May 2012 · 1 commit · 1 author SVN
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  • General

    Fix EVENT_CHECKTOUCHDAMAGE (the change to how events handle RETURN broke it)

    TerminX r2660 17 May, 13:47 FixCON

Build 2657

17 May 2012 · 1 commit · 1 author SVN
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  • General

    "Band-aid" fix for the issue with EDuke32 and Mapster32 visually locking up but continuing to run and play sounds after alt+tabbing away for a few seconds on Windows Vista/7. This may screw something else up, so please test thoroughly.

    TerminX r2657 17 May, 10:19 FixEngine

Build 2656

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

    This should hopefully fix the disaster with events caused by my last couple of commits ;)

    TerminX r2656 15 May, 17:45 Fix

Build 2654

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

    Another one line DynamicTileMap[x] -> DYNAMICTILEMAP(x) change from Helix that got obliterated during svn change merging. Fixing this changes nothing in builds with DYNTILEREMAP_ENABLE defined, so this change isn't meaningful to anyone who isn't recompiling the game to work on a low memory device or something of that nature.

    TerminX r2654 15 May, 07:12 Fix

Build 2653

14 May 2012 · 1 commit · 1 author SVN
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  • General

    1 line fix for a change that accidentally got reverted when merging newer svn updates into an older local branch

    TerminX r2653 14 May, 15:45 Fix

Build 2652

14 May 2012 · 1 commit · 1 author SVN
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  • General

    Addition of 3 events:

    TerminX r2652 14 May, 11:12 FixEngineCON
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    EVENT_SOUND: triggered upon playback of any sound, this allows the "hard coded" sounds to be altered in a context-aware fashion instead of having to resort to clunky hacks like replacing them with a blank sound effect. RETURN var iable is set to the sound effect # of the sound to be played, or -1 to cancel playback. EVENT_CHECKTOUCHDAMAGE: triggered in P_CheckTouchDamage() whenever the player collides with anything. Value of RET URN is set to the result provided by clipmove() and so can be decoded in the same way. Value of RETURN when the event is over can also be manipulated to control some of the hard coded damage effects. EVENT_CHECKFLOORDAMAGE: triggered in P_CheckFloorDamage(), RETURN is simply the picnum of the floor of the sector t he player is in. Can be used to cancel hard coded floor damage effects or to make other tiles exhibit the same eff ects Other misc fixes and cleanups, including a possible workaround for Duke Plus SECTOREFFECTOR light issues wherein all SE49 and SE50 that have a statnum of STAT_EFFECTOR are simply changed to STAT_LIGHT during the STAT_EFFECTOR loop now.

Build 2651

13 May 2012 · 4 commits · 1 author SVN
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  • General

    Add tilenum bound check to CON *actor blocks when parsing, fix the other ones.

    Helixhorned r2651 13 May, 09:05 FixCON
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    The remaining checks now "continue;" when an oob tilenum is found where an oob access would ensue else. Also, it's now checked for negative numbers (the message remains the same though).

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Build 2646

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

    Assign light SEs (lotags 49 and 50) to an exclusive status number. EXPERIMENTAL!

    Helixhorned r2646 6 May, 14:01 FixEngineCON
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    The primary reason for doing this is that handing of moving sectors is significantly simplified. Because moving sectors usually don't move containing SEs/effector-statnum sprites, no special handing code is needed to move light SEs with them. Thus, this commit sets light SEs to a new statnum when they're spawned *from premap*, and a new G_Move*-like function (called G_DoPolymerLights) is added to process every sprite in that status list. This should "fix" light SEs moving together with a variety of moving sectors, but CON programs expecting the old behavior may break, therefore this commit is marked as experimental. Additionally, a problem with the old implementation is identified: it seems like the correct functioning is dependent upon the order of processing between the sector movement effector and the light SE, so this makes it another good reason for the change. (A third one is that all lights can be processed with a per- statnum loop, but CON coders should not do this until the change is considered final).

Build 2645

6 May 2012 · 2 commits · 1 author SVN
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  • General

    A couple of misc. Wii changes.

    Helixhorned r2645 6 May, 13:23 FixEngine
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    - Make MAXXDIM and MAXYDIM macros be 860 and 490, respectively. tueidj says max. screen size is 848x480, but there are oob access bugs in the classic renderer when running with the maximum possible resolution - don't allocate additional sector/wall storage for Mapster (saves ~16k) - Add ud.config.UseJoystick = 1 in config.c, but make it conditional on Wii - remove one comment I no longer believe true, add one TODO comment

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Build 2643

5 May 2012 · 11 commits · 1 author SVN
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  • General

    Prevent an (unlikely) integer overflow in neartag with huge switch sprites.

    Helixhorned r2641 5 May, 15:24 FixEngine
  • General

    Tweak the conditions under which setbrightness() invalidates GL textures.

    Helixhorned r2636 5 May, 15:22 FixEngineCON
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    Previously, we checked whether the faded palette has changed (by way of CRC) and invalidated the textures then unless the preserve flags were set. This however could lead to wrongly invalidating them under unfortunate circumstances, e.g. basepal change from CON + tints at the same time before r2620 which reverted r2232. Now, only invalidate them if the corresponding preserve flags are clear AND * the base palette has really changed OR * the palette CRC changed and we were running on software gamma The latter means that performance-killing invalidations may still happen on GL platforms lacking HW gamma (for ATI, it's currently only disabled in 8-bit fullscreen). Also have a new global 'basepalreset' to fake a basepal change for setbrightness(), currently used when changing renderers so that going from Polymer to Polymost and back again will invalidate the Polymer textures on the second change, potentially re-applying a basepal highpal. (Still with me?)

  • Remove code that worked around a (wrongly) not set have_ATI variable.

    Helixhorned r2634 5 May, 15:22 Fix
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    This was fixed with the preceding change; software mode will now always use software gamma if an ATI/AMD card is detected.

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Build 2632

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

    Patch adding Wii support by tueidj, part 10: sound and endianness changes

    Helixhorned r2630 1 May, 05:40 Fix
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    This part is a mixture of the original patch and my changes. It seems like tueidj had some trouble 1) getting OGG to work, which is why it's conditionally compiled out 2) struggling with endianness with the mixing routines? This may be also due to him missing to define two others BIGENDIAN macros (our code is in need of cleanup there). Note the change in jaudiolib/src/mix.c! Because I added my share to this part, I might have actually broken sound mixing on big-endian platforms.

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Build 2627

1 May 2012 · 7 commits · 1 author SVN
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  • General

    Patch adding Wii support by tueidj, part 6: mutexes

    Helixhorned r2626 1 May, 05:39 Fix
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    For the Wii, SDL's mutex functionality is used. The implementation in the original patch was wrong though, so this part required non-trivial changes.

  • General

    Patch adding Wii support by tueidj, part 4: joystick support

    Helixhorned r2624 1 May, 05:38 Fix
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    - sdlayer.c: custom "get joystick button names" routine - jmact/mouse.c: packs some joystick events into the value returned by MOUSE_GetButtons(): bits used are 256, 512, 4096, 8192 - MOUSE_Init() --> Mouse_Init(), presumably because of a name clash? - comments out right-shift of joystick analog values by 5, maybe this fixes the scale problems with the joystick on the PC too?

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April 2012 12 builds · 18 commits

Build 2620

29 Apr 2012 · 5 commits · 1 author SVN
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  • General

    Revert r2232, "don't reset full-screen tint on basepal change" in CON setgamepalette.

    Helixhorned r2620 29 Apr, 13:55 FixCON
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    Because gltexinvalidate*() could be called too often when setgamepalette is used while having a tint overlaid else. Pending thorough analysis/reworking of the 32-bit mode base palette handling / texture invalidation.

  • General

    Fix 'realloc' routine of GL texture name (id) debugging code.

    Helixhorned r2618 29 Apr, 13:54 Fix
  • General

    Lunatic translator: nearing syntax completion while treading in murky waters.

    Helixhorned r2616 29 Apr, 13:54 Fix
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    - bump lpeg stack limit to 1024 (hack) for long if/if/if...else chains - lexical: newline, EOF and whitespace; "bad" identifiers; hex literals, newline terminated strings (allow empty string) - syntax: allow nesting of array expressions, it's easier than special-casing; handle issues with structs expecting parm2 (hackish); userdef; switch/case/default - fix parsing some commands; mind prefixes! - frontend: if failing match, print last keyword and its position; warn on "bad" identifiers (one per such); batch processing from command line - Files that locate finds from my linux box now pass (except where there are really syntax errors).

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