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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February 2014

January 2014

  • Fix compilation of C++ build, but not starting up yet.

    Helixhorned r4286 31 Jan, 13:13 Build 4286 Fix
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    BUILD_LUNATIC.

  • error on userdefs accesses with non-local current player.

    Helixhorned r4285 31 Jan, 13:13 Build 4286 CON
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    Add lunatic/test/getuserdef.con.

  • General

    Get rid of neartag* global variables. LunaCON: fix 'operate'.

    Helixhorned r4284 31 Jan, 13:13 Build 4286 FixCON
  • General

    sector.c: factor out goto soup in P_CheckSectors() into function.

    Helixhorned r4283 31 Jan, 13:12 Build 4286 Engine
  • General

    sector.c: cleanup round 3, P_ActivateSwitch() refactoring.

    Helixhorned r4282 31 Jan, 13:12 Build 4286 Engine
  • General

    sector.c and related cleanup, round 2.

    Helixhorned r4281 31 Jan, 13:12 Build 4286 Engine
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    - use SPRITES_OF* iterator macros - new function: E_SpriteIsValid(); add some safety checks (e.g. hitag used as sprite index) - the rest is mostly "the usual code transformations"

  • General

    sector.c: cleanup round 1, trivial changes.

    Helixhorned r4280 31 Jan, 13:12 Build 4286 Engine
  • General

    Follow-up to RTS cleanup: factor out 2x almost-same code into G_StartRTS().

    Helixhorned r4279 30 Jan, 11:12 Build 4279
  • General

    Reincarnate RTS sound functionality together with cleaning up related code.

    Helixhorned r4278 30 Jan, 11:12 Build 4279 Fix
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    - Make Win+F* also make play and RTS sound, since modern OS's window managers like to eat Alt-F*. (Some Win+F* may be inaccessible too, but together all 10 should hopefully be covered.) - Fix an issue where keys other than F1-F10 were considered as starting an RTS sound and crashing EDuke32 in the process

  • General

    Fix USE_OPENGL=0 build... again. DONT_BUILD.

    Helixhorned r4277 30 Jan, 08:13 Build 4279 Fix
  • General

    Fix respawn operation with monsters off, rewriting G_OperateRespawns().

    Helixhorned r4276 29 Jan, 10:32 Build 4276 Fix
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    BUILD_LUNATIC.

  • when clearing bunch number of c/f with yax_setbunch(), don't reset xpanning.

    Helixhorned r4275 28 Jan, 11:03 Build 4275
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    In the non-Lunatic build naturally, since the Lunatic one uses its own member.

  • General

    Print "32-bit"/"64-bit" along with the version number in the log.

    Hendricks266 r4274 27 Jan, 02:31 Build 4274
  • General

    Remove "-fpermissive" from C++ builds because we don't need it.

    Hendricks266 r4273 27 Jan, 02:31 Build 4274
  • gltexinvalidatetype(INVALIDATE_ART) so that loading or unloading an ART set will take effect when using the OpenGL renderers.

    Hendricks266 r4272 27 Jan, 02:31 Build 4274 Engine
  • Don't use SDL_Renderer if it is a software fallback, because that would only waste memory and speed.

    Hendricks266 r4271 27 Jan, 02:30 Build 4274
  • Eliminate a memory leak when changing resolutions with SDL_Renderer 8-bit mode.

    Hendricks266 r4270 27 Jan, 02:30 Build 4274 Fix
  • SDL

    Fix "the issue where if you hold down a key and enter the console then release it that the key remains held down until you hit it again outside the console".

    Hendricks266 r4269 27 Jan, 02:30 Build 4274 Fix
  • Introduce support for PlayStation CD-XA audio, a simple ADPCM format.

    Hendricks266 r4268 27 Jan, 02:30 Build 4268 Fix
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    It's functional, but due to the odd 37.8 KHz nature of the format, I will need to add a resampler to the audiolib to prevent the aliasing artifacts that occur at present. I also hear clicks/pops every so often, but I do not know if a resampler would fix these as well or if they are a separate problem. Note that you cannot directly use the four XA files on the Total Meltdown disc because they each contain eight songs. They would need to be split using a utility I wrote that is outside the scope of this SVN.

  • Fix a harmless C++ warning. (malloc casting, for those interested)

    Hendricks266 r4267 27 Jan, 02:29 Build 4268 Fix
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    EDuke32 has me so accustomed to straight C... using a template and pass-by-reference makes my day.

  • add codegen option -fbad-getactorvar-use-pli for C-CON compatibility.

    Helixhorned r4266 24 Jan, 13:39 Build 4266 CON
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    Also, improve -Wnumber-conversion warning by printing the resulting number. BUILD_LUNATIC.

  • make wall texture alignment [.]/[,] work with bottom-swapped walls.

    Helixhorned r4265 24 Jan, 13:39 Build 4266 Engine
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    In simple cases, it should be added. Combinations of alignment across TROR boundaries and bottom-swapping will probably not work right.

  • General

    Improve determination of when a sprite should be drawn before a masked wall.

    Helixhorned r4264 24 Jan, 13:39 Build 4266 Engine
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    Concretely, in the "behind, outside" case, draw the sprite early if any of its 2 or 4 corner points are behind the masked wall, and inside the cone or on the other outside.

  • don't attempt audio format auto-detection for less than 12 bytes.

    Helixhorned r4263 24 Jan, 13:38 Build 4266
  • document engine.*shadetab() functions. DONT_BUILD.

    Helixhorned r4262 written 19 Jan 2014 Build 4266 Engine
  • in debugging builds, add cvar debug_maskdrawmode.

    Helixhorned r4261 written 19 Jan 2014 Build 4266
  • make gv.current{Level,Episode} one-based and document them.

    Helixhorned r4260 15 Jan, 12:29 Build 4260 CON
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    Also, in LunaCON, make player .palette member read-only. BUILD_LUNATIC.

  • General

    Per-map ART tiles: don't back up or restore reserved tiles.

    Helixhorned r4259 15 Jan, 12:29 Build 4260 Fix
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    This prevents a crash and maybe other badnesses when e.g. loading a map with ART tiles, doing something that allocates a reserved tile (such as looking into a viewscreen), then loading another map where the tilesiz* of TILE_VIEWSCR is restored to 0.

  • fix one error message, make -h/--help display usage.

    Helixhorned r4258 15 Jan, 12:29 Build 4260 Fix
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    Actually, right now, any first arg starting with '-' will show the usage.

  • General

    Engine-side per-map ART file support.

    Helixhorned r4257 12 Jan, 06:54 Build 4257 Engine
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    When a map named <filename>.map is loaded (<filename> may also contain directory separators), the engine checks for existence of <filename>_XX.art in the virtual file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive sequence of these ART files, i.e. aborts whenever a number in the sequence isn't found (in contrast to normal ART loading). Restrictions: - the per-map ART files must not reside in ZIP files - if a tile number is attempted to be overridden that has a dummytile or is cache1d-locked, per-map ART loading fails On failure, the map is still loaded, but a diagnostic message is output to the log/OSD. Loaded per-map ART data are cleared whenever the map is "left". In particular: - whenever another map is loaded - in the editor: when a new map is started - in the game: after the bonus ending screen of a finished level, after going to the title screen via the menu A final note: file names are supposed to be looked up and compared case-sensitively. That is, <filename> must match EXACTLY between the map's and per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will come and eat you! BUILD_LUNATIC.

  • for readgamevar, if ud.config.scripthandle < 0, keep value, don't err.

    Helixhorned r4256 12 Jan, 06:54 Build 4257 CON
  • General

    Stylistic/formatting tweaks in cache1d code.

    Helixhorned r4255 12 Jan, 06:54 Build 4257
  • General

    Fix the startup window freeze under SDL2+Windows when a Yes/No box was supposed to be displayed.

    Hendricks266 r4254 12 Jan, 06:06 Build 4254 Fix
  • Reintroduce SDL_Renderer for the classic renderer so that the Steam Overlay can function with it.

    Hendricks266 r4253 12 Jan, 06:05 Build 4254 Engine
  • General

    Fix a case where the bonus screen would immediately end with an input press because all code between iterations of the bonus screen would execute in less than 1/120th of a second, not leaving any time for totalclock to increment.

    Hendricks266 r4252 12 Jan, 06:05 Build 4254 Fix
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    EDuke32. Where our code runs so fast, it breaks old code.

  • General

    Fix the display of the multiplayer results screen.

    Hendricks266 r4251 12 Jan, 06:05 Build 4254 Fix
  • General

    Run Net_SendClientInfo() after game state creation to properly set up the player's user_name.

    Hendricks266 r4250 12 Jan, 06:05 Build 4254
  • General

    Block off hacks for the primitive splitscreen CON mod with SPLITSCREEN_MOD_HACKS so they are no longer compiled.

    Hendricks266 r4249 12 Jan, 06:04 Build 4249 EngineCON
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    These hacks could no longer be allowed to co-opt the fake multiplayer mode, used for local testing and mod development. I have half a mind to remove the hacks outright because they could be likened to drilling bolts directly into your car engine just so you could mount a bowling ball as a hood ornament. However, I don't want to take away the splitscreen hack mod from anyone who uses it, and the work done on these hacks should be useful if proper splitscreen were implemented internally using per-player input and multiple renderer/audio passes.

  • Add Ken's "todo list from the Build days" alongside his other documentation.

    Hendricks266 r4248 12 Jan, 06:04 Build 4249
  • General

    For DISABLEINLINING=1, apply __fastcall to make up for the lack of inlining.

    Hendricks266 r4247 12 Jan, 06:04 Build 4249
  • General

    Always run tsprites with statnum TSPR_TEMP though EVENT_ANIMATESPRITES, such as the "show opponent's weapon" in multiplayer.

    Hendricks266 r4246 12 Jan, 06:03 Build 4249 EngineCON
  • General

    SDK/Samples: Add "startpos.m32", a helper script for spawn points.

    Hendricks266 r4245 12 Jan, 06:03 Build 4249 Engine
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    You can: -Cycle your position through all DM or coop spawn points. -Jump to the primary spawn point. -Dump full spawn point information to the log file.

  • Add EVENT_LOADMAP, EVENT_SAVEMAP, EVENT_PRELOADMAP, and EVENT_PRESAVEMAP.

    Hendricks266 r4244 12 Jan, 06:03 Build 4249 EngineCON
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    Some are more useful than others.

  • General

    Allow the episode 4 cutscenes to be skipped in their entirety with one keypress, as in the original DOS game, instead of requiring input for each ANM file.

    Hendricks266 r4243 12 Jan, 06:02 Build 4249