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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October 2021

  • fix SDL fullscreen issues

    TerminX cae5d70 written 22 Sep 2021 Build 9720 FixEngine
  • remove r_pr_vbos cvar and the code paths used for values 0 and 1

    TerminX 1682ff4 written 14 Aug 2021 Build 9720 FixEngine
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    r_pr_vbos 0 was broken and r_pr_vbos 1 became useless once it was clear r_pr_vbos 2 wasn't causing issues.

  • add GL context version to glinfo, allow in 8 bpp mode (it's still backed by a GL surface, after all...)

    TerminX ab2e5f0 written 8 Aug 2021 Build 9720 Engine
  • manually flush console log file ptr in crash handler

    TerminX a68d0d8 written 25 Sep 2021 Build 9720 FixEngine
  • fix "gameexecutable" option in configuration file

    TerminX 29ccc1e written 28 Sep 2021 Build 9720 Fix
  • don't block input when player .hard_landing is set

    TerminX b092083 written 27 Sep 2021 Build 9720
  • zero player .horizRecenter and .horizSkew when zeroing return_to_center from CON

    TerminX 2bfc9ea written 27 Sep 2021 Build 9720 CON
  • don't bother trying to fill VC_REV, VC_HASH, and VC_BRANCH if we don't even have a .git directory

    TerminX c8f0b1d written 27 Sep 2021 Build 9720
  • fix timing issue with logo.anm playback that could occur if an actual hard video mode change is required at startup (e.g fullscreen in a non-native resolution)

    TerminX 6e1c383 written 26 Sep 2021 Build 9720 Fix
  • additional gamevar verification when loading savegames

    TerminX 43cd843 written 26 Sep 2021 Build 9710 CON
  • add coordinates to log output from clipmove()

    TerminX 32d5774 written 29 Sep 2021 Build 9710 Engine
  • make floor sprites clip a little more like floors

    TerminX 81f7c71 written 3 Oct 2021 Build 9710 Engine
  • bump MAXCLIPNUM to 4096

    TerminX c5f07af written 3 Oct 2021 Build 9710 Engine
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    This isn't really ideal, but neither is hitting the limit due to maps with an excessive number of sprites that use clipshapes.

  • move P_SetupMiscInputSettings() from game.cpp into game.h and call after loading savegames

    TerminX 44f11d8 written 3 Oct 2021 Build 9710
  • fix double free on exit

    TerminX 147b25f written 26 Sep 2021 Build 9710 FixEngine
  • revise d1b3b702ba776119db042e6ba4e6b06d5f909f01

    TerminX 40c57dc written 22 Sep 2021 Build 9710
    Show details

    I remembered

  • fix compatibility with savegames made before 4fdd8dc8c30a05db79fa9fde0d085c0f75210e9e and e8470bd29cb19a4b815bc2bc74e0ac0a8de2a06d

    TerminX 2e1092f written 21 Sep 2021 Build 9710 Fix
  • implement buildvfs_exists() using GetFileAttributes() on Windows and stat() elsewhere, FORCE_INLINE some stuff in vfs.h

    TerminX 26bb86c written 20 Sep 2021 Build 9710 Engine
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    The rationale behind this change is that I was profiling CPU use during loads of particularly heavy .def files (10000+ items) and discovered an inappropriate amount of CPU time was being spent inside access(). So, I did some research and found several cases where people on stackoverflow etc had asked what the fastest method of determining whether or not a file exists was, with the results of several benchmarks being given as answers. GetFileAttributes() seemed to win on Windows and stat() seemed to win on Linux, and I did not see any results where access() was a serious contender when included in the spread of tested functions, with the best I saw being 1100-something nanoseconds for access() and 800-something for stat(). This whole thing would be faster if we just read in the entire directory index and matched files against it ourselves with just the few API calls involved with retrieving the index, but access to uncooked data littered across a directory tree isn't really something I give a shit about optimizing further at the moment.

  • enable debug symbols for MSVC release builds for profiling

    TerminX 223164a written 17 Sep 2021 Build 9710
  • shitcan lrintf use in sample calculation

    TerminX 3e517d0 written 16 Sep 2021 Build 9710
  • don't print extended data size and offset to console when saving and loading games in release builds

    TerminX 7e84812 written 15 Sep 2021 Build 9710
  • fix exported symbols for memory allocation failure handling

    TerminX a2a2e72 written 13 Sep 2021 Build 9710 FixEngine
  • move Windows debug thread naming stuff out of driver_winmm and into winbits.h

    TerminX 6755a5f written 13 Sep 2021 Build 9710
  • fix warning in sqrtable_old[] generation in initkqsrt()

    TerminX fc08bd3 written 7 Sep 2021 Build 9710 FixEngine
  • remove unnecessary/wrong wall[].picnum == MIRROR check from projectiles

    TerminX 22d8547 written 5 Sep 2021 Build 9710 FixEngine
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    MIRROR is only ever on .overpicnum for valid mirrors.

  • tweak a couple fix16_t functions to use the versions of min/max/clamp etc that we use elsewhere instead of their own inline implementations

    TerminX 9b735cf written 5 Aug 2021 Build 9710 Engine
  • fix calc_smoothratio again

    TerminX a22debb written 19 Sep 2021 Build 9710 FixEngine
  • shitcan nexttowardf use in polymost

    TerminX 0a5b0cf written 17 Sep 2021 Build 9710 Engine
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    This never did what I was trying to do and it wasn't really clear until recently how much of a perf hit it could be. Byeeeeee.

  • update library building instructions

    TerminX ccf3f5f written 16 Sep 2021 Build 9710
  • remove newlines from the ends of strings passed to fatal_exit()

    TerminX ef80029 written 10 Sep 2021 Build 9710 Engine
  • don't initialize g_keyRemapTable[] values if they're already non-zero

    TerminX fb62ac5 written 9 Sep 2021 Build 9710 Engine
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    Required for key remapping to work in the editor after the commit that added the "working directory only" checkbox.

  • FORCE_INLINE everything in tracker.hpp

    TerminX ac19749 written 5 Sep 2021 Build 9710 Engine
  • optimize hash tables

    TerminX 34fb708 written 3 Sep 2021 Build 9710 Engine
  • fix uninitialized data use

    TerminX 3ccb932 written 4 Sep 2021 Build 9710 FixEngine
  • add predefined MAXLEVELS and MAXVOLUMES for CON

    TerminX 87c5ead written 5 Oct 2021 Build 9710 CON
  • in EVENT_LOADGAME, give RETURN a default value equaling the userbytever field from the savegame header and relax sv_loadheader() check

    TerminX 291b73a written 5 Oct 2021 Build 9710 CON
  • remove polymost_invsqrt_approximation()

    TerminX 931633f written 10 Aug 2021 Build 9710 Engine
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    This was a cool hack for its time, but it's not useful to us anymore.

  • add pow2ulong and pow264 tables, fixes a stupid line drawing pattern bug in the editor

    TerminX ac6dae1 written 18 Aug 2021 Build 9710 FixEngine
  • getzrange result cache that actually works correctly

    TerminX ef473fa 6 Oct, 18:35 Build 9710
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    Just kidding, it still sucks and it's commented out.

  • change getcrc16() to void * instead of char * so I don't have to cast things every time I use it

    TerminX e3471fc written 16 Aug 2021 Build 9710 Engine
  • SW

    build fix

    TerminX c19ade4 6 Oct, 18:08 Build 9679 Fix
  • fix dumpster fire thing

    TerminX 74c3050 written 31 Aug 2021 Build 9679 Fix
  • fix incorrect lower bound for r_anisotropy

    TerminX 8b7d242 written 1 Sep 2021 Build 9679 FixEngine
  • inline openfrompath_internal

    TerminX e7f6ab2 written 7 Aug 2021 Build 9679 Engine
  • disable SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING if _MSC_VER is defined

    TerminX 5427125 written 25 Aug 2021 Build 9679 Engine
  • fix g_highestSoundIdx range checks

    TerminX 6b5286d written 29 Aug 2021 Build 9679 Fix
  • replace the "played killed by pushmove()!" error logged in the console with a call to QUOTE_SQUISHED

    TerminX bd4b70c written 16 Aug 2021 Build 9679
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    Players don't get killed by pushmove() in error anymore.

  • include mimalloc-new-delete.h in smmalloc_generic.cpp

    TerminX 9104759 written 2 Aug 2021 Build 9679 Engine
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    This defines global new/delete overrides, so look here if problems stemming from those ever arise.

  • switch from stb_vorbis to minivorbis

    TerminX 295c70b written 8 Sep 2021 Build 9679 Fix
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    Fixes minivorbis to compile as C++ and hooks it up to our memory allocators. This also allows the precompiled libogg.a prerequisite for libFLAC.a to be removed.

  • add minivorbis 4e40a167726effb0ae9d3065452a9ee2bb80a84f

    TerminX ef0faf8 written 8 Sep 2021 Build 9679 Fix
    Show details

    This is the entire official vorbis implementation crammed into a single header. Fixes to work with our cflags in a future commit.