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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September 2012

  • General

    Replace some more literal SE numbers, rename a couple of functions.

    Helixhorned r3010 12 Sep, 02:45 Build 3013
  • General

    STHELP.HLP/SEHELP.HLP: reference SE11 and ST23 from each other.

  • General

    Replace most other literal SEs/STs by symbolic enumeration values.

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    Have fun researching Duke3D's hardcoded weirdness!!!

  • General

    Clean up some timing-related code.

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    - duke3d.h: comment the timing marcos a bit more - factor out smoothratio calculation - (TICRATE/TICSPERFRAME) --> REALGAMETICSPERSEC

  • General

    New OSD cmd: demo <demonum or demofile>, starting one instantly from the menu.

    Helixhorned r3006 8 Sep, 15:18 Build 3009 Fix
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    Also, correct some comments made in the demo source made earlier. Oops.

  • General

    Move enum cheatindex_t from game.c to game.h and use its values in osdcmds.c.

  • General

    OSD command 'map': entering a name with a '*' wildcard lists those that match.

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    A new function maybe_append_ext() is added to common.c and used in the handling of the -d<demo.edm> cmdline parameter and the 'map' OSD command with one non-wildcard arg. (It's slightly different from the way the extension was maybe-appended previously.)

  • General

    Make demos be named edemoXXX.edm, XXX ranging from 000 to 999.

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    Also, don't stop playback cycling at the 10th demo and show the demo number when beginning to record one.

  • General

    Fix entering the game from within a demo, but don't enable it.

    Helixhorned r3002 8 Sep, 15:18 Build 3009 Fix
  • General

    demo.c: minor cleanup; comment the G_PlaybackDemo() a little.

  • General

    Add macro CON_ERRPRINTF(Fmt, ...) and use that everywhere.

  • General

    Factor out some repeated code into G_{Load,Save}PlayerMaybeMulti.

    Helixhorned r2999 5 Sep, 10:25 Build 3000 CON
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    This currently says that MP saving/loading isn't supported, but doesn't really work correctly. Also, properly bound-check the immediate argument to CON's 'save' command and one more ... -> G_HandleAsync().

  • General

    Use Bstrncpyz in 1 place; fix displaying err msg if write-opening savegame fails

    Helixhorned r2998 5 Sep, 10:25 Build 3000 Fix
  • General

    Factor out snprintf'ing a maybe-modDir'd file name into macro G_ModDirSnprintf().

    Helixhorned r2997 5 Sep, 10:25 Build 3000 CON
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    ... and use it in three places. In two of these uses, 1) CON {read,write}arrayfromfile and 2) G_SavePlayer, display an error message if the file name such generated is too long. In the CON commands of 1), also error out if the file couldn't be opened.

  • General

    Move G_HandleAsync() into game.h as 'static inline' and use everywhere else.

  • General

    Fix crash when recording demo, stooping it, going to title screen, and exiting.

    Helixhorned r2995 5 Sep, 10:25 Build 3000 Fix
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    A macro MAYBE_FCLOSE_AND_NULL(fileptr) is introduced in compat.h that does what it says.

  • rename some functions for new-style conventions, functionize one marco...

  • General

    Rename a couple functions local to actors.c, remove IFHITSECT macro. This is mostly a test commit to make sure our CIA.vc script is properly updated now.

    TerminX r2993 2 Sep, 07:30 Build 2993
  • General

    compat.h: tweak indentation of some preprocessing directives.

  • General

    Make getangle() a __fastcall function instead of static inline.

    Helixhorned r2991 2 Sep, 07:12 Build 2992 Engine
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    This trims four 4k pages of code from the release EDuke32 build and one page from Mapster32.

  • General

    In dosetaspect(), bail out calculating radarang2[] instead of failing assertion.

    Helixhorned r2990 2 Sep, 07:10 Build 2992 Engine
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    When this happens, parallaxmodes other than 0 will be unavailable and silently draw as parallaxmode 0. This usually happens with extremely wide resolutions.

  • General

    Add lunatic/test/tables.lua, which was used to compare the calc'd sin/atan values.

  • General

    Calculate sine and arctan tables, getting rid of TABLES.DAT dependency.

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    We're pulling stuff from math.h even in non-GL builds right now, so adding libc's sin() and atan() doesn't seem like a big deal. In the unlikely event that their accuracy is so bad that the calculated tables don't match the original ones, a warning is issued on little-endian platforms.

  • General

    Move #define PI from to build.h, add bound-checking assertion in dosetaspect().

  • General

    Some [U]INT_MAX --> [U]INT32_MAX.

  • General

    Move #include <math.h> from polymer.h to polymer.c.

    Helixhorned r2985 2 Sep, 07:05 Build 2992 Engine
  • General

    Clean up A_FindPlayer(), constify some function args, some 0x7fffffff->INT32_MAX

  • General

    player.c: factor out 7x similar code into GetAutoAimAngle().

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    This is one of the cases where the duplicated code has minor modifications at each site. These are handled by function args here.

  • General

    Remove commented out AI Duke opponent code.

  • General

    Remove some #if 0 blocks that are probably of no interest any more.

    Helixhorned r2981 2 Sep, 07:00 Build 2992 EngineCON
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    For reference, they are the following: - cache1d.c: suckcache() - build.c: compare_wall_coords() - make switch-invisible heuristic - Mapster32: old sprite search - Mapster32: manual z range - m32script: read/writearray, qgetsysstr - menus.c: savetemp()

  • General

    player.c: factor out inline checks for shootable switch picnums.

  • General

    player.c: factor out multiple instances of a 3-liner into A_SetHitData().

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    Playing around with Coccinelle's semantic patches... be prepared for more.

  • General

    Remove some unneeded NULL checks.

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August 2012

  • General

    Fix "shooting" tripbombs from non-players such as the SE shooter.

    Helixhorned r2977 28 Aug, 14:42 Build 2977 Fix
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    Well, this never worked anyway, but invoking demons flying out of your nose is never a good idea.

  • General

    Modify EVENT_CHANGEWEAPON so that it actually serves a purpose. Instead of being triggered before curr_weapon is changed, with nothing used for input or output with RETURN (meaning you could not cancel), now RETURN is set to the prospective new weapon ID and you can change it or cancel it in the event.

    Hendricks266 r2976 26 Aug, 20:53 Build 2976 CON
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    Note that since setting RETURN did nothing before, there is no backwards compatibility to uphold. Therefore, setting RETURN to 1 will cause the pistol to be selected, not disable the event. Set RETURN to -1 to cancel switching.

  • General

    Expand "Switch weapons on pickup" to three options: "Off", "All weapons", and a new one, "Fav priority". It switches to the weapon you have just picked up only if it is ranked higher in the favorite weapon hierarchy using the "-u" parameter.

    Hendricks266 r2975 26 Aug, 20:52 Build 2976
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  • General

    The Build tools no longer link with SDL or SDL_mixer because they don't need to.

    Hendricks266 r2974 26 Aug, 20:51 Build 2976 Fix
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  • General

    Add EVENT_PREGAME. Now all sprites are processed in the following fashion:

    Hendricks266 r2973 26 Aug, 20:49 Build 2976 EngineCON
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    1. EVENT_PREGAME 2. hardcoded stuff 3. EVENT_GAME One potential use is to examine values which are clobbered by commands such as ifhitweapon/ifwasweapon.

  • General

    Disable questionable lines from Makefile.common that were causing my build system to deep crash.

    Hendricks266 r2972 26 Aug, 20:48 Build 2976 Fix
  • General

    Quit the game if SE17 (warp elevator) setup fails.

    Helixhorned r2971 26 Aug, 15:17 Build 2971 Engine
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    The spawn-time SE 17 setup uses nextsectorneighborz() which can fail (return -1) on some circumstances and would cause an OOB sector[] access.

  • General

    Replace some literal numbers denoting SEs/STs by symbolic enumeration values.

    Helixhorned r2970 26 Aug, 15:16 Build 2971
  • General

    engine.c: rewrite nextsectorneighborz() for clarity.

    Helixhorned r2969 26 Aug, 15:15 Build 2971 Engine
  • General

    build.lua map loader: add the option of canonicalizing sprite order.

    Helixhorned r2968 26 Aug, 15:13 Build 2971 Engine
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    This is mostly for debugging, since currently, Mapster32 restores sprites not in the same order as the original sprite index order. Also, expose this option from map2text.lua and mapdiff.sh.

  • General

    foreachmap.lua: add -e"some code..." switch to execute code from the cmdline.

    Helixhorned r2967 26 Aug, 15:12 Build 2971
  • General

    build.lua: add 'numbunches' field to map loader.

    Helixhorned r2966 26 Aug, 15:11 Build 2971
  • for c&p-ing map portions w/o TROR, fix wrongly resetting wall lotag/extra

    Helixhorned r2965 26 Aug, 15:10 Build 2971 FixEngine
  • General

    Add map2text.lua and helper script mapdiff.sh.

    Helixhorned r2964 26 Aug, 15:09 Build 2971
  • for copy-pasting map portions without TROR, fix wrongly resetting xpanning.

    Helixhorned r2963 26 Aug, 15:08 Build 2971 FixEngine
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    This is really an artifact of overloading the sector fields for different uses. For copy-pasting TROR'd portions, the bug still persists.

  • General

    On Linux build without startup GUI, don't save ModDir to config.

    Helixhorned r2962 24 Aug, 11:55 Build 2962
  • General

    A couple of trivial changes.

    Helixhorned r2961 24 Aug, 11:54 Build 2962