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 2011

November 2011

  • General

    Revert r2141 functionality because it was a stupid-ass hack and breaks E3L5.

    Helixhorned r2142 27 Nov, 04:02 Build 2142 FixEngine
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    The texture warping mode will need to be set depending on whether we're actually drawing a parallaxed sky or not.

  • General

    Upload sky textures with s wrapping set to GL_CLAMP{_TO_EDGE}.

    Helixhorned r2141 26 Nov, 14:41 Build 2141 FixEngine
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    This fixes the vertical (~1 texel wide) stripes that are especially noticable with tiled art skies and Polymost with r_parallaxskyclamp=1 or Polymer (which always uploads skies with repeating s and t coords). What constitutes a sky tile is currently hardcoded to be >=78 and <=99.

  • General

    Fix moving cloud panning like in E4L1.

    Helixhorned r2140 26 Nov, 14:40 Build 2141 Fix
  • General

    Remove old duplicate_selected_sectors() function and copysector(), which

    Helixhorned r2139 26 Nov, 14:40 Build 2141
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    was only used there, from the source.

  • General

    Rewrite sector duplication (Insert or C) in terms of backup_highlighted_sector

    Helixhorned r2138 26 Nov, 14:40 Build 2141 Engine
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    and restore_highlighted_sector functions. What this means is that TROR bunches are now correctly duplicated too (only if all sectors of a given bunch are highlighted).

  • General

    New modifier for RAlt. When RShift is depressed while highlighting sectors

    Helixhorned r2137 26 Nov, 14:40 Build 2141 Engine
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    (i.e. first press RAlt, then hold RShift to make it active), consider all sectors, even the grayed out ones. This makes 6 modifier keys in 4 categories for RAlt. Can you name them all? Also spell out the labels that get drawn near the reticle when applying some of the modifiers and make them not show when not actually selecting (e.g. pressed RShift alone, but have highlighted sectors)

  • General

    In backing up highlighted sectors code: also back up TROR information so

    Helixhorned r2136 26 Nov, 14:39 Build 2136 Engine
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    that bunches and nextwall links are restores, too. Now, to coalesce two TROR maps (e.g. for a CBP), one could do for i allsectors, sethighlightsector i 1 on the console, and then load the 'other' map to copy over the contents of the first, including all TROR stuff. Note that neither selecting all sectors with RAlt, nor duplicating them with Insert would lead to the desired effect (yet). Internally, - yax_setbunch() now has different behavior for bunchnums -1, -2 and -3 (it either clears the nextwalls or not) - build.c has a helper function free_n_ptrs(). This could be handy in other situations where many blocks of memory must be allocated consecutively and freed in case of failure

  • General

    When restoring temporarily backed up map, clear all TROR bunches. This is

    Helixhorned r2135 26 Nov, 06:12 Build 2135 Fix
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    suboptimal, but at least 'correct' and won't produce the aforementioned corruptions anymore.

  • General

    Auto-correct the just mentioned inconsistency by clearing the respective TROR

    Helixhorned r2134 26 Nov, 06:12 Build 2135 Fix
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    nextwalls. (i.e. setting them to -1 on 'corruptcheck tryfix')

  • General

    corruption checker: catch TROR-nextwalls in non-extended sectors. These

    Helixhorned r2133 26 Nov, 06:12 Build 2135 FixEngine
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    can be caused by copying map parts from one map to another (or a new one). The copying system is slightly broken right now....

  • General

    Backing up and restoring highlighted portion of map: calculate new

    Helixhorned r2132 26 Nov, 06:12 Build 2135 FixEngine
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    next{wall,sector} indices instead of using checksectorpointer() so that the nextwalls will be restored exactly as they were (provided that they are copied). Also fix tweaking the sectnums of sprites.

  • General

    Fix two bugs with the loop punching code that made it practically useless.

    Helixhorned r2131 25 Nov, 05:46 Build 2131 Fix
  • General

    Ability to duplicate an inner loop in a neighboring TROR sector.

    Helixhorned r2130 25 Nov, 01:53 Build 2130 Engine
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    Called 'loop punching'. In addition to duplicating the loop, the inner portions of the original and cloned loop are made into a new bunch, and the loop walls are made to be neighbors, linking their movement to each other. This gives a way to create island sectors with a differing bunchnum in the midst of an already extended area. Usage: For an extended sector containing a CCW inner loop, select its points using Ctrl+Shift. Press Ctrl-E to be queried whether to duplicate the points into the upper or lower extension (even if it's unambiguous). A number of conditions must be met for a successful 'punch', which should hopefully be more or less obvious. Among them: - loop walls should all be red - the starting wall is only considered among the non-grayed-out ones - the neighboring sector must not contain points inside or at the loop

  • General

    "Sloped extended sectors cannot be split", oops. Also fix a glitch that

    Helixhorned r2129 25 Nov, 01:52 Build 2130 FixEngine
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    would break out of the 2D mode loop when splitting a sector would exceed limits.

  • General

    Factor out high-level 'add loop to sector' code into own function.

    Helixhorned r2128 25 Nov, 01:52 Build 2130 Engine
  • General

    in 'adding new loop to sector': use local 'firstwall' instead of ovh.suckwall

    Helixhorned r2127 25 Nov, 01:52 Build 2130 Engine
  • General

    Three Mapster32 changes (2 wall-drawing related, 1 crash fix)

    Helixhorned r2126 25 Nov, 01:52 Build 2130 FixEngine
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    - Don't crash when sector joining fails under certain circumstances. - Increase the point lock (Manhattan) distance from 1/16th to 1/8th of the grid square length, making it easier to snap to vertices not lying at the grid points with grid lock on - When drawing walls, don't snap to any of them except the first drawn

  • General

    Batch-insertion of many points at once using line drawing and ENTER.

    Helixhorned r2125 25 Nov, 01:51 Build 2130 Engine
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    When having drawn N new points (and having one 'free') and pressing ENTER, the N line segments between the new points are checked one by one for intersection with every non-grayed-out wall and a wall vertex is inserted at every intersecting point. This may be viewed as a prerequisite for a 'cutter' style tool.

  • General

    Warn user if pressing Ctrl+Shift+ENTER (check all wall pointers) in TROR map.

    Helixhorned r2124 25 Nov, 01:51 Build 2130 Engine
  • General

    Factor out high-level point inserting code into M32_InsertPoint().

    Helixhorned r2123 25 Nov, 01:51 Build 2130 Engine
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    This function only handles the actual insertion, also taking care of constrained TROR walls. Anything around the inserting such as backing up drawn walls or snapping the x/y position to the grid is handled outside.

  • General

    Somewhat largish commit with various keyboard tinkering for Mapster.

    Helixhorned r2122 25 Nov, 01:51 Build 2130 FixEngineCON
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    The main change consist of adding a key press (and release) callback whose only purpose is to be used from m32script as EVENT_KEYPRESS. When entering that event, the RETURN variable will be set to the keystatus code of the key, and whether it was pressed or released can be checked by looking at keystatus[] at that code (ifholdkey and ifhitkey do this). The purpose of this, then, is to be able to remap keys in a more general (and complicated) fashion than is possible with the mapster32.cfg 'remap' option. Various other additions build around this central one: - add an example EVENT_KEYPRESS to a.m32, among other things emulating the keypad arrows with Alt-<normal arrows> for notebook convenience; disabled initially - a.m32: set 'owner' with Alt-KP2: now Alt-Shift-KP2, because of collision with the above - new m32script command: setkey <keycode>, setting keystatus[<keycode>] to 1 (note: may be restricted to use in EVENT_KEYPRESS only in the future) - fix indexing an m32script array with a defined label, there used to be a 'not a gamevar' error instead - add the following constant labels for some key codes: KEY_SCROLL, KEY_F1 .. KEY_F12

  • General

    - Make old-nextwalls invalid on the following two occasions: ovh_whiteoutgrab

    Helixhorned r2121 25 Nov, 01:50 Build 2130 FixEngine
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    with no highlighted sectors; and when entering 3D mode, even if there are highlighted sectors. This should have almost no effect, but I find it cleaner that way. - Check map for corruption every time an editing change is done. This was accidentally disabled when commenting out the undo code (which I've yet to debug).

  • General

    Make it impossible to start drawing walls when having a circle-wall

    Helixhorned r2120 25 Nov, 01:50 Build 2130 Engine
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    selected. (There was a corner case where this was possible.)

  • General

    Remove after_handleevents_hook and its only user, the keystatus-level clearing

    Helixhorned r2119 25 Nov, 01:50 Build 2130
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    of SPACE and C when in side-view mode. Now, this is accomplished by checking directly in the overheadeditor code.

  • General

    Eliminate potential malloc(0) calls when loading (converting) md2 models

    Helixhorned r2118 25 Nov, 01:49 Build 2130
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    with no skins or no GL comands.

  • General

    Fix calling glEnable() without checking for the rendering mode in the tile

    Helixhorned r2117 25 Nov, 01:49 Build 2130 FixEngine
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    selector. This could lead to a crash when OpenGL wasn't initialized before.

  • General

    Fix the Makefile on OSX. Their linker has a different syntax for requesting the

    Helixhorned r2116 17 Nov, 13:10 Build 2116 Fix
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    memory map.

  • General

    Fix the flickering in the tile selector with lazy hightile loading on

    Helixhorned r2115 17 Nov, 13:10 Build 2116 FixEngine
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    (lazy_tileselector=1 in mapster32.cfg). We're drawing tiles one by one, so glDrawBuffer(GL_FRONT_AND_BACK) is our friend.

  • General

    Remove the -nopause switch of r2108, since it didn't help at all.

    Helixhorned r2114 17 Nov, 13:09 Build 2116
  • comment out FX_PlayLoopedAuto debug message to stdout

    Helixhorned r2113 17 Nov, 13:09 Build 2116
  • General

    Correct thinko with the ceiling/floor movement code. When moving more than one

    Helixhorned r2112 11 Nov, 14:39 Build 2112 Engine
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    sector c/f and moving one of them would go beyond the other side (ceilingz > floorz), don't move any sector c/f at all. When moving only one sector in that case, move so that ceilingz == floorz.

  • General

    Tweak raising/lowering (groups of) ceilings or floors.

    Helixhorned r2111 11 Nov, 12:05 Build 2111 FixEngine
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    Now, if more than one sectors are affected, always move them by the same amount. That is, if one of them would be sticking against the other side, don't move the rest. Another change consists of determining the z delta first, and only then moving the sprites by that amount. This fixes the problem where you'd e.g. raise a 'floor door' against the ceiling, and the effector sprites would be raised one time too much, preventing them from being lowered the next time.

  • General

    A couple of Mapster changes related to saving.

    Helixhorned r2110 11 Nov, 12:05 Build 2111 FixEngine
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    - new mapster32.cfg and OSD variable 'fixmaponsave_sprites', telling the editor whether to 'fix' the sprite sectnums on saving and entering 3D mode. Note that a) sprite sectnums are never fixed when 'script_expertmode' is enabled, as before, and b) sprites that have out-of-bounds sectnums are still fixed if a proper sector is found - if saving and some sprite sectnums have thus been tweaked, inform the mapper on the status line and print the changes in the OSD - fix update issue similar to an earlier one: when 'saving as', the astub.c- based file name is now updated too, so saving with Ctrl-S now saves into the one save with 'save as' (and not the old one) - don't attempt to recheck wall pointers from scratch (when saving and running with -check) if it's a TROR map

  • General

    Oops. Revert the *alloc wrapping to catch them being called with bad values.

    Helixhorned r2109 10 Nov, 13:47 Build 2109 Fix
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    This was meant for debugging only.

  • General

    On Windows, add command-line switch -nopause, disabling the pause key.

    Helixhorned r2108 10 Nov, 13:47 Build 2109 Fix
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    Hopefully this fixes the periodic pausing/unpausing that a few people have been experiencing. Also fix build with GCC 3.

  • General

    Fix building with both LTO and VPX support enabled. Specifically, don't use

    Helixhorned r2107 10 Nov, 13:47 Build 2109 Fix
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    the 'optimize' function attribute if LTO is enabled.

  • General

    Also print file name of cache file in case of failure to open it.

  • General

    Fix the 'displayrandvar{var}' CON and m32script commands for environments

    Helixhorned r2105 5 Nov, 05:13 Build 2105 FixCON
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    with RAND_MAX > 32767 (everything except Windows?). The 'displayrand' command now returns values from 0 to 32767 inclusive, across all platforms.

  • General

    New CON command

    Helixhorned r2104 3 Nov, 16:08 Build 2104 CON
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    setactorsoundpitch <actor#> <sound#> <pitchoffset> which can be used to change the pitch of a playing sound. The pitch offset has the same meaning as the definesound pitch range endpoints, i.e. the units are 1/100th of a seminote. Note that just like the random pitch offset, increasing the pitch makes the sound duration shorter (and vice versa).

  • Make a couple of often-used operations not spam messages to the log.

    Helixhorned r2103 3 Nov, 16:08 Build 2104 Engine
  • General

    Eliminate one uinitialized mem access related to projectiles (it's the filler

    Helixhorned r2102 1 Nov, 15:03 Build 2102 CON
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    member, so maybe not *that* bad) and an invalid memory access when trying to access a per-player gamevar in a player-less context (e.g. WGR2 SVN r25 WGR2GAME.CON line 10448).

  • General

    Explicitly initialize voice->Playing and voice->Paused members in some sound

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    playback functions. Without these, there would be an uninitialized access in line 444 of multivoc.c (if the memory in question was allocated with malloc, but still...)

  • General

    More beauty tinkering: decorate the 'start' pointer of the mixing functions

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    and some VoiceNode struct members with a const, commit forgotten vorbis.c changes.

  • General

    trivial stylistic changes continued: upcase all macro constants and make

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    MV_MaxVolume into one again.