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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October 2011 12 builds · 21 commits

Build 2096

31 Oct 2011 · 2 commits · 1 author SVN
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  • General

    Oops. That last one wasn't supposed to be committed. Here's the log for the

    Helixhorned r2096 31 Oct, 12:50 Fix
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    last one + this one: A couple of tweaks against accidental overwriting of maps. - first, fix a bug where the map name wasn't reset to 'newboard.map' when starting a new map - When saving with Ctrl-S, query the user for confirmation and also show the file name where the map will be written - when going into the ESC-menu, print the file name where the map will be written on pressing 'S' above the '(S)ave' text

  • General

    A couple of tweaks against accidental overwriting of maps.

    Helixhorned r2095 31 Oct, 12:49 Fix
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    - first, fix a bug where

Build 2093

30 Oct 2011 · 8 commits · 1 author SVN
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  • General

    This fixes the aforementioned TROR corruption. It happened because Mapster32

    Helixhorned r2091 30 Oct, 12:48 FixEngine
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    allowed circle-walls started on the unconstrained _other_ side of a constrained wall. Also fix a potential invalid wall access when inserting a point (pretty serious, that!)

  • General

    (Almost) correct insertion of points in the midst of having some walls drawn,

    Helixhorned r2090 30 Oct, 12:47 FixEngine
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    also for make-circle (C, SPACE). There's still a TROR corruption happening probably when inserting on constrained walls, but I've yet to get behind the real cause.

  • General

    Eliminate one malloc(0) when corrupt-checking an empty map, clean up

    Helixhorned r2088 30 Oct, 12:47 Fix
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    overheadeditor() by allocating temp variables in the blocks where they are needed.

  • General

    Fix the bug where many kick sounds were started when pressing

    Helixhorned r2087 30 Oct, 12:47 Fix
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    HOME or END in the user map selector. Now it's only one.

  • General

    A couple of small tweaks:

    Helixhorned r2086 30 Oct, 12:46 FixCON
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    - fix arg checking in checkdefs.sh - some tilenum and quote ID validation in the CON interpreter - G_DrawDigiNum and friends: eliminate redundant strlen calls

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Build 2085

27 Oct 2011 · 5 commits · 1 author SVN
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  • General

    Workaround (two, actually) for the hardware gamma bug in 8-bit fullscreen with

    Helixhorned r2085 27 Oct, 06:14 FixEngine
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    ATI cards. From the time of OpenGL initialization, gamma lookup in classic/fullscreen will be done in software. Before that, always do a setgamma() after setting the palette, since this is what resets the HW gamma. However, this may lead to unappealing artifacts with portions of the scene being sent to the screen with different gammas.

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Build 2071

3 Oct 2011 · 4 commits · 1 author SVN
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  • General

    Fix being squished in sectors with little headroom but extended non-blocking

    Helixhorned r2071 3 Oct, 10:44 FixEngine
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    ceilings or floors. In such cases, you're not squished unconditionally (instead of fetching the ceiling or floor height of the neighbor sector), but TROR isn't meant for small-scale RoR anyway.

  • General

    Fix dragpoint()!!! There was a bug that omitted setting the new position of certain wall-points since the TROR introduction.

    Helixhorned r2070 3 Oct, 10:43 FixEngine
  • General

    Initialize prlights[lighti].flags.invalidate with 0 when calling

    Helixhorned r2069 3 Oct, 10:43 FixEngine
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    polymer_addlight(). I have no idea whether it's the 'right' thing, but it fixes this: Conditional jump or move depends on uninitialised value(s) at polymer_updatelights (polymer.c:5090) by polymer_drawrooms (polymer.c:938) . . . Uninitialised value was created by a stack allocation at loadmaphack (engine.c:9482) Fix another uninitialized access when rendering jpegs.

  • General

    Delete maphack lights when changing from Polymer to another renderer.

    Helixhorned r2068 3 Oct, 10:43 FixEngine
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    This fixes a crash when loading a map afterwards. Tweak a few debugging messages and some whitespace.

Build 2067

2 Oct 2011 · 1 commit · 1 author SVN
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  • support for creating a debugging context in winlayer

    Plagman r2067 2 Oct, 17:14 FixEngine
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    This also fixes a warning when building for Windows.

Build 2061

2 Oct 2011 · 5 commits · 2 authors SVN
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  • General

    Fix GCC 4.6 out-of-bounds and uninitialized warnings involving bossmove[].

    Hendricks266 r2061 2 Oct, 00:18 Fix
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    My choice of solution is simply to add an extra set of values duplicating the previous five because doing so would definitely show the user no changes. I could have tinkered with the messy loop where the out-of-bounds references are made but there is no guarantee I could have succeeded or kept compatibility.

  • fix horizontal spotlight SEs constantly getting invalidated

    Plagman r2057 2 Oct, 00:09 FixEngine
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    Polymer has a hack that snaps horiz values of spotlights between 90 and 110 to 90 and 110 to avoid triggering aliasing artifacts with perfectly horizontal spotlights. Propagate that change all the way to the spotlight SE sprite so that the code won't think that the horiz is always different from the light and mark it invalid each frame.

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Build 2055

1 Oct 2011 · 1 commit · 1 author SVN
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  • Fix upside-down projective textures

    Plagman r2055 1 Oct, 20:09 FixEngine
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    We need to Y-invert the projection texcoords when sampling from the lightmap.

September 2011 15 builds · 24 commits

Build 2050

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

    fix a stupid copy&paste error that made sector[].ceilingbunch/floorbunch not functioning

    Helixhorned r2050 30 Sep, 07:30 FixEngine

Build 2041

22 Sep 2011 · 3 commits · 1 author SVN
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  • General

    backtrace.c: add flags to open() so that the log file is opened user-r/w.

    Helixhorned r2040 22 Sep, 09:52 Fix
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    This way, crashlogs will really be appended. Additionally, print a time at the end of each backtrace. winlayer.c: load ebacktrace1.dll instead of the old one Makefile.common: when building with DEBUGANYWAY=1, don't omit frame pointers This will let us get a stack trace for crashes with the release build code.

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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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