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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December 2013 6 builds · 8 commits

Build 4200

19 Dec 2013 · 1 commit · 1 author SVN
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  • General

    Rewrite and unify the handling of the scrollwheel between layers, fixing it in the editor's 2D mode and tile selector under SDL.

    Hendricks266 r4200 19 Dec, 23:24 Fix
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    The scrollwheel is unique among PC input because it has no innate "hold length". Previously, the layers gave the mousewheel a fake hold length to allow the not-necessarily-synchronous game/editor code to pick up the input before the layers marked it as "no longer pressed". This passed under Windows, but it didn't slide under SDL. Besides the two problems listed above, it also potentially limited the rate of weapon selection, where scrolling too fast would not register every clicks. [Unrelatedly, this is still the case when you scroll faster than the game's own tickrate, but addressing that would require rewriting input handling to go through a list of "events" for each tic instead of looking at overall pressed/unpressed states.]

Build 4194

6 Dec 2013 · 4 commits · 1 author SVN
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  • General

    Really fix the Pause key on Windows/SDL2.

    Helixhorned r4193 6 Dec, 10:56 Fix
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    This requires enabling the same workaround as for Linux. Maybe it's not system-dependent at all.

  • General

    Do not consider system gamearrays for updating from demos.

    Helixhorned r4191 6 Dec, 10:56 FixCON
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    This generally fixes demo playback. Before, tilesizx[]/tilesizy[] were written into twice as many bytes as needed. Now, don't do that at all.

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November 2013 4 builds · 6 commits

Build 4184

28 Nov 2013 · 8 commits · 1 author SVN
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  • General

    a-c.c: Make vector extensions also be compiled with Clang.

    Helixhorned r4182 28 Nov, 13:18 Fix
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    I was checking for GCC >= 4.7, while Clangs pretends to be GCC 4.2. Use a feature test macro instead. The comment I made in r4161 regarding GCC vs. Clang code was wrong. Now, Clang generates slightly faster code for these cases (solid and masked 4-pixel wide vlines).

  • fix assignment to projectile sound/bsound/isound.

    Helixhorned r4177 28 Nov, 13:17 FixCON
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Build 4139

4 Nov 2013 · 8 commits · 1 author SVN
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  • OSD

    on non-Windows, make textmode=0 the default, just like in Windows.

    Helixhorned r4139 4 Nov, 14:56 Fix
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    This fixes some init and update anomalies: before, - init would always be the graphical mode (0), but writing merely "osdtextmode" would switch it - osdtextmode would not get saved to the cfg

  • General

    textfont.c: make TAB character display blank.

    Helixhorned r4135 4 Nov, 14:56 Fix
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    This renders tweaks like r4122 unnecessary. Also, note a "bug" with the program generating that C code.

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October 2013 13 builds · 25 commits

Build 4120

27 Oct 2013 · 9 commits · 1 author SVN
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  • SDL

    Add SDL scancode -> ASCII value translation for the "key FIFO" for ESCAPE.

    Helixhorned r4117 27 Oct, 14:12 Fix
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    This fixes ESC in certain situations such as the editor map selection menu.

  • General

    At end of G_RestoreMapState(), update g_player[].ps->i from STAT_PLAYER sprites.

    Helixhorned r4114 written 25 Oct 2013 FixEngine
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    This fixes a potential crash caused by violating the expected invariant sprite[g_player[player_index].ps->i].yvel == player_index otherwise.

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Build 4103

13 Oct 2013 · 2 commits · 1 author SVN
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  • Wii

    Fix wiibuild.bat so that revision numbers have the "r" prefix like they are supposed to.

    Hendricks266 r4103 13 Oct, 02:16 Fix
  • Wii

    Fix build and add custom headers and libs to SVN. (It's helpful to set up a build system from scratch.)

    Hendricks266 r4102 13 Oct, 02:08 Fix
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    DONT_BUILD.

Build 4096

11 Oct 2013 · 3 commits · 1 author SVN
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  • General

    Fix OpenGL texture cache "leak" and slightly tweak hash string construction.

    Helixhorned r4096 11 Oct, 15:20 FixEngine
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    The leak happened because a struct was hashed that had uninitialized bytes in padding inserted by the compiler. The hash string in now constructed as concatenation of three CRC32s as 8-byte hex strings, i.e. the individual CRC32s are padded with leading zeros. Note to users: because of the hash change, it's sensible to delete the 'textures' and 'textures.cache' files.

  • General

    Fix mouse grabbing in SDL debugging builds.

    Helixhorned r4095 11 Oct, 15:20 Fix
  • fix ANM playback.

    Helixhorned r4094 11 Oct, 15:20 FixEngine
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    References: - r3742 - r4038 (fixing savegame screenshots, but introducing the now fixed bug)

Build 4091

8 Oct 2013 · 2 commits · 1 author SVN
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  • General

    Clean up some GUI/WM minutiae. Should fix linking Mapster32 on *nix with HAVE_GTK=0.

    Hendricks266 r4091 8 Oct, 03:00 FixEngine
  • General

    Fix the vsync menu option so that it actually works.

    Hendricks266 r4090 8 Oct, 03:00 Fix
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    Variables at global scope which share a name tend to actually be the same variable. Not good when you pass such a variable to function that immediately returns if the passed parameter (the variable) equals said variable (itself).

Build 4089

8 Oct 2013 · 1 commit · 1 author SVN
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  • General

    Merge a patch and suggestions from NY00123 improving SDL2 support. This fixes the flickering in OpenGL in SDL2 on Windows. It also provides a proper list of resolutions.

    Hendricks266 r4089 8 Oct, 02:59 FixEngine

Build 4088

7 Oct 2013 · 5 commits · 1 author SVN
Open build
  • General

    Fix OpenGL under SDL && Windows. (Almost. SDL 1.2 works fine, but SDL2 has an unresolved problem where OpenGL screen updates flicker over a black background.)

    Hendricks266 r4088 7 Oct, 03:06 FixEngine
  • General

    Fix "warning: iteration 1461 invokes undefined behavior [-Waggressive-loop-optimizations]" in initkpeg() by promoting the variables in question to int64_t.

    Hendricks266 r4087 7 Oct, 03:05 Fix
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    NOTE TO TEAM MEMBERS: Please review this, as I am not sure what is actually intended here.

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