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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May 2015

  • SW

    Remove references to files removed from our MACT.

    Hendricks266 r5199 19 May, 14:59 Build 5210
  • SW

    Nuke mytypes.h. Mostly.

    Hendricks266 r5198 19 May, 14:58 Build 5210
  • General

    Add SW to our build system and make relevant changes to avoid fatal build errors.

    Hendricks266 r5197 19 May, 14:56 Build 5210
  • General

    Add the Shadow Warrior source to our tree after astyling, uncrustifying, and renaming one file.

    Hendricks266 r5196 19 May, 14:54 Build 5196
  • iOS

    Set up and enable building with USE_OPENGL. DONT_BUILD.

    Hendricks266 r5195 written 16 May 2015 Build 5196
  • implement NODEFAULT per-actor gamevars in the C-CON fashion.

    Helixhorned r5194 16 May, 07:27 Build 5194 CON
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    For glocal gamevars, the LunaCON semantics (session gamevar) are kept. For per-actor ones, this now prevents resetting a gamevar's value to default on spawn or loadactor. BUILD_LUNATIC.

  • General

    config.c: fix an overlapping strcpy() in CONFIG_SetMapBestTime().

    Helixhorned r5193 16 May, 07:27 Build 5194 Fix
  • allow writing -1 to player[].newowner.

    Helixhorned r5192 16 May, 04:56 Build 5192 CON
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    For the other player members, where formerly negative values were allowed to be written, only -1 is now.

  • fix g_tile[].proj memory leaks, halve number of projectile_t allocations.

    Helixhorned r5191 16 May, 04:56 Build 5192 Fix
  • General

    When checking for SE7 water teleportation, regard sign of z velocity.

    Helixhorned r5190 16 May, 04:56 Build 5192 Fix
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    This fixes RPGs fired upwards at a steep angle teleporting immediately to underwater when wading in water (reported via PM by Turok 64 Jr).

  • General

    Merge glbuild_android into glbuild. DONT_BUILD.

    Hendricks266 r5189 16 May, 02:12 Build 5192
  • account for the projectile changes in r5080. BUILD_LUNATIC.

    Helixhorned r5188 14 May, 05:18 Build 5188
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    The (undocumented) Lua-side API stays almost the same.

  • allow ':' immediately after 'case' (legacy; warns), writing to ud.god.

    Helixhorned r5187 14 May, 05:18 Build 5188 CON
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    Also, on one "gamevar `xxx' is not per-*" diagnostic, print the location of the gamevar definition.

  • fix build and user_defs definition mismatch.

    Helixhorned r5186 14 May, 05:18 Build 5188 Fix
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    Left: projectile changes.

  • General

    Add more expansion GRPs to the detection list.

    Hendricks266 r5185 13 May, 01:57 Build 5185
  • General

    Add autodetection support for Duke 3D as part of the Steam release of the 3D Realms Anthology.

    Hendricks266 r5184 13 May, 01:57 Build 5185
  • General

    OS X: Fix startup window banner. DONT_BUILD.

    Hendricks266 r5183 written 12 May 2015 Build 5185 Fix
  • honor r_usenewaspect, especially it being off.

    Helixhorned r5182 10 May, 03:55 Build 5182 EngineCON
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    For this, add a setaspect_new() setup/restore pair in M32_DrawRoomsAndMasks() like for G_DrawRooms(). With this, changing viewingrange/aspect via m32script (in a.m32: [7] -- [9] on the upper row) can only be done in r_usenewaspect 0, though.

  • General

    Fix a typo in r5179.

    Hendricks266 r5181 5 May, 16:38 Build 5181 Fix
  • Add "artfile" token, which loads an ART file. You can use the "tile" sub-token to overwrite the starting tilenum of the file from def.

    Show details

    artfile { file "whatever.art" } // loads whatever.art just as if it had been named TILES020.ART artfile { file "whatever.art" tile 2000 } // loads whatever.art starting at index 2000 instead of the tilestart value contained within it This is useful because ART files will load faster than images loaded through tilefromtexture (which must undergo a color matching process), and because tiles making use of palette indices which have duplicate colors in the stock Duke 3D palette but not in other palettes (such as the 3D Realms screen) are negatively affected by the aforementioned process.

  • General

    Add support for ART files containing exactly one tile as an input format for hightile textures and model skins. They are rendered in the global game palette and function as conventional hightile.

    Hendricks266 r5179 3 May, 00:05 Build 5180 Engine
  • Allow loading ART files as input to tilefromtexture. Note that they must contain exactly one tile; any more and the entire ART file will be rejected.

  • General

    Restructure and expand some ART loading functionality in the engine.

    Hendricks266 r5177 3 May, 00:04 Build 5177 Engine
  • Factor out dummytile creation code into E_CreateDummyTile and account for the case when a dummytile may be overwriting a faketile from tilefromtexture.

  • General

    Separate kpzload into two separate functions, kpzbufload (which now lives in cache1d, regardless of WITHKPLIB) and kpzdecode.

  • General

    Replace most instances of casting byte arrays to wider integral types with the B_(UN)BUF functions in compat.h that were previously used only in the netcode.

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    I have commented out the versions of these functions that perform bitmasks and shifts and replaced them with versions that cast to and from integral types, pending performance and compatibility research across platforms.

  • General

    Replace the bswap function used in kplib with B_SWAP32, and merge the 32-bit MSVC and GCC assembly into compat.h.

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    TODO: Review the value of the continued use of special cases of these swap functions, including the OS-based variants for BSD and OS X, and this assembly.

  • Replace [LS]SWAPI[BL] macros with the B_(BIG|LITTLE)(16|32) ones defined in compat.h and used everywhere else.

  • General

    Fix typo "maxtileallocsiz" --> "maxtiltallocsiz" for MAXYDIM < 640.

    Hendricks266 r5171 3 May, 00:02 Build 5177 Fix
  • Call SDL_Start/StopTextInput() at the appropriate times so that touch devices display the on-screen keyboard when the user is prompted for text input.

  • General

    Set up input so that the menus are navigable under iOS. This also enables the SELECTDIR back button unconditionally instead of restricting it to non-touch devices. DONT_BUILD.

    Hendricks266 r5169 written 28 Apr 2015 Build 5177
  • General

    Ensure that Objective-C compiler invocations include the C-only options that we specify, especially -std=gnu99. DONT_BUILD.

    Hendricks266 r5168 written 25 Apr 2015 Build 5177
  • General

    Don't use #pragma push_macro in buildtypes.h, for compatibility with GCC 4.2. DONT_BUILD.

    Hendricks266 r5167 written 25 Apr 2015 Build 5177
  • Expose all structs to inline access. Tiledata and paldata are still to-do.

    Hendricks266 r5166 written 25 Apr 2015 Build 5177 CON
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    DONT_BUILD.

  • CON

    Add player[].index, which returns the player ID that you put in. Mostly useful to get the magic value of THISACTOR when applied to the player struct.

    Hendricks266 r5165 written 25 Apr 2015 Build 5177 CON
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    DONT_BUILD.

  • When toggling Music in the Sound menu, respect the LOGO_PLAYMUSIC flag in LOGO_FLAGS for the main menu.

    Hendricks266 r5164 written 23 Apr 2015 Build 5177
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    DONT_BUILD.

  • When handling a LOOP_END tag in FLAC or Ogg, truncate any blocks that read past it so that the specified value is respected precisely, instead of rounding up to the nearest block size.

    Hendricks266 r5163 written 23 Apr 2015 Build 5177
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    DONT_BUILD.

  • malloc + memset to zero --> calloc

    Hendricks266 r5162 written 23 Apr 2015 Build 5177
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    DONT_BUILD.

  • General

    Add game-side def "globalgameflags" that takes a single value. Flag 1 disables hardcoded pinning of HUD weapons to the side of the screen in widescreen.

    Hendricks266 r5161 written 23 Apr 2015 Build 5177
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    DONT_BUILD.

April 2015

  • for non-user level, don't write garbage into h.boardfn, allow per-map ART.

    Helixhorned r5160 20 Apr, 13:46 Build 5160
  • General

    Do "typedef projectile_t defaultprojectile_t;" instead of having an indetical-member type.

    Helixhorned r5159 18 Apr, 14:59 Build 5159
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    Move projectile_t to player.h.

  • General

    polymost.c: fix display of floor-aligned sprites ornameted to the ceiling.

    Helixhorned r5158 18 Apr, 14:59 Build 5159 FixEngine
  • General

    polymost.c: split three overlong lines into three each.

    Helixhorned r5157 18 Apr, 14:59 Build 5159 FixEngine
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    This was formerly "fix multi-tile ceiling skies.", but TX beat me to it and Git automatically figured out how to merge while keeping a linear history. (Our fixes were identical.) Nice!

  • General

    Double the size of clouds[] (holding sectors with CLOUDYSKIES ceilings).

    Helixhorned r5156 18 Apr, 14:59 Build 5159 Engine
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    Also, make cloudx[] and cloudy[] scalars, as the per-sector values were always identical. In prelevel(), warn if some CLOUDYSKIES-ceiling sectors could not be set up due to reaching the new 256 sector limit.

  • General

    actors.c: fix 3 incorrect '/' -> tabledivide32_noinline rewrites in r4658.

    Helixhorned r5155 18 Apr, 14:59 Build 5159 FixEngine
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    Division has higher precedence than bitwise-OR. The cases concerned SE3, SE4 and NEON* sprites. Incidental info: the blinking of NEON* sprites can be controlled via their lotag, similarly to how you how you give a "random flash number" as SE4 hitag.

  • General

    Revert "vec2_t rotatepoint()."

    TerminX r5154 18 Apr, 14:49 Build 5154 Fix
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    Reverts
    b0eeef3
  • General

    Fix the sounds at the end of the episode 3 cutscene.

    TerminX r5153 18 Apr, 14:37 Build 5153 Fix
  • General

    Polymost parallax sky fix.

    TerminX r5152 18 Apr, 14:37 Build 5153 FixEngine
  • General

    Further constification. DONT_BUILD.

    TerminX r5151 18 Apr, 14:37 Build 5153
  • General

    vec2_t rotatepoint().

    TerminX r5150 18 Apr, 14:37 Build 5153