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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November 2015

  • General

    Don't implicitly define GAMEFLAG_NAM for WWII GI. Instead, implement a new macro NAM_WW2GI synonymous with (NAM || WW2GI).

    Hendricks266 r5450 25 Nov, 04:08 Build 5454
  • General

    Restrict the right-edge widescreen clamping of the Pistol reload and Freezer to Duke Nukem 3D only: NAM and WWII GI don't need it.

    Hendricks266 r5449 25 Nov, 04:08 Build 5454
  • General

    Duke3D/Startup: Instead of adding Megaton's music paths, don't remove the gameroot path and let my new S_OpenAudio take care of the SC-55 soundtrack.

    Hendricks266 r5448 25 Nov, 04:08 Build 5454
  • General

    Duke3D/Startup: Clean up the Windows registry reading code.

    Hendricks266 r5447 25 Nov, 04:08 Build 5454
    Show details

    There is no need to cache the result of a function called only once for each input.

  • General

    Duke3D/Sound: Add a hack to the previous commit so that Megaton's grabbag.voc will still upgrade to music/grabbag_voc.ogg, but its subway.voc will no longer upgrade to music/subway.ogg.

    Hendricks266 r5446 25 Nov, 04:08 Build 5454
  • General

    Duke3D/Sound: Restructure S_OpenAudio to check in more paths. For each path, it performs the filename transformations and checks it does currently.

    Hendricks266 r5445 25 Nov, 04:08 Build 5454
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    First, it will try the local path (as previously). Second, it will check to see if the filename originally requested exists inside a GRP or SSI file (its parent), and if it does, it will check in "music/<parent's name sans extension>/". Third, it will check in "music/". Do not rely on this when distributing mods: These checks are hacks and may potentially be removed.

  • General

    Duke3D/Sound: Make kopen4loadfrommod a tail-call from S_UpgradeFormat, rename the function to S_OpenAudio, and replace 4x calls to one and then the other. No functional changes.

    Hendricks266 r5444 25 Nov, 04:08 Build 5454
  • Add kfileparent().

    Hendricks266 r5443 25 Nov, 04:08 Build 5454
  • Bikeshed some formatting in kopen_internal().

    Hendricks266 r5442 25 Nov, 04:07 Build 5454
  • Save the filenames of GRP and SSI files that are opened.

    Hendricks266 r5441 25 Nov, 04:07 Build 5454
  • Don't test (!usemodels || md_tilehasmodel(picnum, pal) < 0) in eligible_for_tileshades (called only from getshadefactor) because getshadefactor is only called when a model is *not* being drawn, and therefore results in incorrect shading when drawing a tile with a model defined and models enabled to the screen or as a skybox.

    Hendricks266 r5440 25 Nov, 04:07 Build 5454 FixEngine
  • Slight optimizations in getshadefactor.

    Hendricks266 r5439 25 Nov, 04:07 Build 5454
  • Bookend the recursive call to polymost_drawpoly as part of the fullbright pass with bglDepthFunc(GL_EQUAL) and bglDepthFunc(GL_LEQUAL) to ensure that the fullbright overlay is always visible and never fights with the sprite itself.

    Hendricks266 r5438 25 Nov, 04:07 Build 5454 Engine
  • Remove "indrawroomsandmasks" variable and its only use in polymost_drawpoly as a condition for the fullbright pass.

    Hendricks266 r5437 25 Nov, 04:07 Build 5454 Engine
  • Connect spriteext[].x/ypanning to model UVs (range 0-255).

    Hendricks266 r5436 25 Nov, 04:07 Build 5454 Engine
  • General

    player.c: factor out large A_ShootWithZvel() block into A_ShootHardcoded()

    Helixhorned r5435 written 21 Nov 2015 Build 5454
    Show details

    The block is taken over verbatim; 'vec3_t srcvect' is passed by value. The primary purpose of this is that it's easier to compare custom projectile behavior in A_ShootCustom() with the hardcoded one by reading the code of these two functions. For example, this may be of use to modders wishing to emulate a hardcoded projectile. DONT_BUILD.

  • in drawspritelabel(), use fixed background color.

    Helixhorned r5434 20 Nov, 12:26 Build 5434 FixEngine
    Show details

    Make it always one of the colors that the 2D color cycles to (base color + offset in [0 .. 4]) instead of <base color>-3, as that one might be in a different color ramp.

  • add byte array editorcolors[256] to m32script variables.

    Helixhorned r5433 20 Nov, 12:26 Build 5434 EngineCON
    Show details

    This makes it possible to set up editor colors at startup (from m32_autoexec.cfg). For example: script_expertmode 1 do for i range 256 ifge i 33 { set editorcolors[i] i } script_expertmode 0 Use this method in the description of how to get old-style 2D colors in tiles.cfg and suggest an alternative color index pair.

  • make 'script_expertmode' require an argument (0 or 1) to toggle.

    Helixhorned r5432 20 Nov, 12:26 Build 5434 Engine
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    Without an argument, it prints the current state.

  • General

    In package/sdk/tiles.cfg, use the right word for "remove commenting".

    Helixhorned r5431 written 15 Nov 2015 Build 5434
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    DONT_BUILD.

  • changes to aid getting the old color scheme (by customizing).

    Helixhorned r5430 14 Nov, 15:41 Build 5430 Engine
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    - bump MAX_TILE_GROUP_ENTRIES to MAXUSERTILES - in loadtilegroups(), only assign a tile color if it wasn't already assigned - allow "hidden" tile groups by omitting the hotkey - Tweak the description added to tiles.cfg

  • honor "blocking color" declared with DEF 'spritecol' et al.

    Helixhorned r5429 14 Nov, 15:40 Build 5430 Engine
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    Meaning tilegroup's 'colors' directive. Also, to the packaged tiles.cfg, add a description of how to emulate the earlier Mapster32 sprite coloring for one tile group.

  • in a.m32, draw color info ("set showpal 1") more informatively.

    Helixhorned r5428 14 Nov, 15:40 Build 5430 Engine
    Show details

    - draw ticks above the palette "ruler" - draw all editor colors (colors in editorcolor[])

  • introduce DEF command "2dcolidxrange <col> <idx> <idxend>".

    Helixhorned r5427 14 Nov, 15:40 Build 5430 Engine
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    <col> is the editorcolor[] starting index <idx> is the actual color index start <idxend> is the actual color index end So, editor colors from <col> onward will be mapped to [<idx> .. min(<idxend>, 255)]. Takes precedence over '2dcol'.

  • in drawscreen_drawsprite(), "sprite[j]." -> "spr->".

    Helixhorned r5426 14 Nov, 15:40 Build 5430 Engine
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    Also a similar stylistic tweak in parsetilegroups().

  • formatting changes around 2D sprite/wall color code.

    Helixhorned r5425 14 Nov, 15:40 Build 5430 Engine
  • General

    Fix POLYMER=0 build. DONT_BUILD.

    Helixhorned r5424 14 Nov, 11:54 Build 5430 FixEngine
  • fix variable that is used uninitialized.

    Helixhorned r5423 14 Nov, 09:21 Build 5423 FixEngine
  • General

    premap.c: on prelevel(), clear bits 16 and 32 of effector sprites.

    Helixhorned r5422 14 Nov, 09:21 Build 5423 Engine
  • remove "Ludicrous Zoom!" message when reaching max 2D zoom.

    Helixhorned r5421 14 Nov, 09:21 Build 5423 Engine
    Show details

    The problem is that it stays a few seconds afterwards, obscuring information on the status line.

  • add var 'corruptcheck_game_duke3d' and enable by default.

    Helixhorned r5420 14 Nov, 09:21 Build 5423 FixEngine
    Show details

    Currently, this checks for effector sprites that are not face-aligned. See https://forums.duke4.net/topic/8324-icestation-colossus-map-broken

  • General

    baselayer.c: Remove nested "#ifdef USE_OPENGL"s left over from the removal of the POLYMOST macro. DONT_BUILD.

    Hendricks266 r5419 written 2 Nov 2015 Build 5423 Engine
  • General

    astub.c: Fix typos in console function definitions. DONT_BUILD.

    Hendricks266 r5418 written 2 Nov 2015 Build 5423 Fix
  • Clean up formatting of parallax sky code and comments, in part so that the floor and ceiling sections are line-for-line consistent. DONT_BUILD.

    Hendricks266 r5417 written 1 Nov 2015 Build 5423 Engine
  • General

    Build tools/arttool: Port commit f874a10ef136f4de3c9a9cccf3eacd886bae0d2d from JFBuild: improved with info dumping and tile export

    Hendricks266 r5416 written 1 Nov 2015 Build 5423
  • General

    Build tools/arttool: long --> int

    Hendricks266 r5415 written 1 Nov 2015 Build 5423
  • General

    Use the script parser for names files instead of custom parsing. This allows names files to define labels as other labels.

    Hendricks266 r5414 written 1 Nov 2015 Build 5423
  • various stylistic tweaks, no functional changes. DONT_BUILD.

    Helixhorned r5413 written 31 Oct 2015 Build 5423 Engine

October 2015

  • in TROR-join sectors [Ctrl+J], print z difference hint.

    Helixhorned r5412 31 Oct, 08:13 Build 5412 Engine
    Show details

    At the very least, this makes it easier to decide for one option ("Connect yellow ceiling w/ blue floor (1) or (v)ice versa?") when one of the differences is zero, which might have occurred from temporarily breaking TROR links.

  • fix fillsector() calls before fade_editor_screen().

    Helixhorned r5411 31 Oct, 08:13 Build 5412 FixEngine
    Show details

    The latter allows one to specify a color to keep, but with r5302 the fillsector() highlights are drawn with transparency, thus making it ineffective. Add an argument to toggle transparency to fillsector() (now fillsector_maybetrans()) and two wrapper functions.

  • don't offer to "Insert outer loop and make red walls" w/ RAlt+RCtrl.

    Helixhorned r5410 31 Oct, 08:13 Build 5412 Engine
    Show details

    This feature only makes sense with the complete de-selection of a set of sectors, i.e. when pressing RAlt to do this, not adding or removing sectors to/from the set of already highlighted ones.

  • General

    Oops, forgot one. ;)

    TerminX r5409 23 Oct, 17:35 Build 5409 Fix
  • General

    Menu options to control Polymer light and shadow counts

    TerminX r5408 23 Oct, 17:30 Build 5409 Engine
  • General

    Fix cstat 1024 with Polymer

    TerminX r5407 23 Oct, 16:00 Build 5407 FixEngine
  • General

    Add r_pr_lighting 2, which disables the hard-coded lights while leaving lights added in maps enabled.

    TerminX r5406 23 Oct, 16:00 Build 5407
    Show details

    This also adds a menu option to control r_pr_lighting.

  • General

    Check whether the sprite is a wall, floor, or face sprite when deciding whether to bump it ahead of another entry based on position and owner.

    TerminX r5405 23 Oct, 16:00 Build 5407 Engine
  • General

    Disable Polymer lights attached to hidden switches.

    TerminX r5404 23 Oct, 16:00 Build 5407 Engine
  • General

    Improve depth fighting mitigation for floor aligned sprites.

    TerminX r5403 23 Oct, 16:00 Build 5407 Engine
  • General

    Don't spawn BLOODPOOL 256 units above the ground.

    TerminX r5402 23 Oct, 16:00 Build 5407
  • General

    Fix errant use of tsprite extra field to check an enemy's health.

    TerminX r5401 23 Oct, 16:00 Build 5407 FixEngine