EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

Commits per year

Select a year to see its builds
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters

Showing 2,117 builds

Export CSV
Display options
Commit details:

January 2015 19 builds · 77 commits

Build 4912

12 Jan 2015 · 4 commits · 1 author SVN
Open build
  • General

    Forgot this file in r4911

    TerminX r4912 12 Jan, 01:55
  • General

    Fix tdupsprite in m32script.

    TerminX r4911 12 Jan, 01:28 FixCON
  • General

    Make dist() and ldist() take void pointers so we can compare spritetype with tspritetype without inserting casts everywhere.

    TerminX r4910 12 Jan, 01:28
  • General

    Fix Mapster32 sector copying

    TerminX r4909 12 Jan, 00:44 FixEngine

Build 4908

11 Jan 2015 · 4 commits · 1 author SVN
Open build
  • General

    Fix compiler warnings

    TerminX r4908 11 Jan, 17:54 Fix
  • General

    Fix undefined behavior in Polymost

    TerminX r4907 11 Jan, 17:54 FixEngine
  • General

    Disable mouse input affecting the menu when the console is down. This code is awful, because I am an awful man.

    TerminX r4906 11 Jan, 17:54
  • General

    Crash fix

    TerminX r4905 11 Jan, 17:53 Fix

Build 4904

10 Jan 2015 · 7 commits · 1 author SVN
Open build
  • fix wall and floor sprites clipping into or z-fighting with surfaces (replaces glDepthRange() hacks for sprites), add r_nofog cvar for debugging, reduce the total number of OpenGL calls by only calling glFogi() to set the fog mode when initializing the renderer or changing r_usenewshading.

    TerminX r4904 10 Jan, 20:56 FixEngine
  • General

    Introduce "twalltype" for temporary uses of walltype where using wall_tracker_hook() would be invalid. This is similar to "tspritetype" and fixes a bunch of problems in the editor that cropped up when changing the tracker sanity checks to an assert that only exists in debug builds (branching upon any write to a sprite, sector or wall had an unacceptable impact on performance).

    TerminX r4903 10 Jan, 20:56 FixEngine
  • General

    Questionable CON changes and optimizations. <3

    TerminX r4902 10 Jan, 20:56 CON
  • General

    Fix Mapster32 bug where pressing "O" on a sprite twice would corrupt your map due to unchecked use of hitscan results.

    TerminX r4901 10 Jan, 20:55 FixEngine
  • General

    Place the current loading percentage into RETURN for EVENT_DISPLAYLOADINGSCREEN.

    TerminX r4900 10 Jan, 20:55 CON
Show the other 2 commits in this build

Build 4897

10 Jan 2015 · 10 commits · 1 author SVN
Open build
  • General

    Faster/better optimized access to game structures from C-CON.

    TerminX r4897 10 Jan, 20:54 CON
  • General

    Support r_windowpositioning in 8-bit.

    TerminX r4896 10 Jan, 20:53
  • General

    Clean up/refactor a few gamevar related functions based on building as C++/C99 and some interesting articles I read about how GCC and Clang optimize switches. Worth a few FPS here.

    TerminX r4895 10 Jan, 20:53 CON
  • General

    Minor cleanup and formatting changes. DONT_BUILD.

    TerminX r4894 10 Jan, 20:53
  • General

    Make FORCE_INLINE aware of DISABLE_INLINING. DONT_BUILD.

    TerminX r4893 10 Jan, 20:53
Show the other 5 commits in this build

Build 4887

8 Jan 2015 · 1 commit · 1 author SVN
Open build
  • General

    When using search paths detected from a Megaton installation, also use the SC-55 oggs included with it.

    Hendricks266 r4887 8 Jan, 07:15

Build 4886

8 Jan 2015 · 4 commits · 1 author SVN
Open build
  • General

    Clean up autodetected game install search paths on all platforms that use them.

    Hendricks266 r4886 8 Jan, 07:14
    Show details

    This should prevent Lunar Apocalypse from becoming Nuclear Winter with Megaton on Linux and Mac.

  • Disable the spinning nuke icon back button on Android.

    Hendricks266 r4885 8 Jan, 07:14
  • General

    Implement UserMapHacks.

    Hendricks266 r4884 8 Jan, 07:14
  • General

    Reinstate MD4.

    Hendricks266 r4883 8 Jan, 07:13

Build 4881

6 Jan 2015 · 2 commits · 1 author SVN
Open build
  • General

    engine.c: on non-touch devices, roughly double maximum voxel drawing distance.

    Helixhorned r4881 6 Jan, 11:56 Engine
    Show details

    By setting DISTRECIPSIZ to 131072, as far as I can see the absolute maximum that's possible with the integer scaling convention of the voxel drawing code. BUILD_LUNATIC.

  • make sprite duplication examples in m32script_ex.map work again.

    Helixhorned r4880 6 Jan, 11:56 Engine
    Show details

    - Work around a sequencing issue (assignment of searchstat) in M32_DrawRoomsAndMasks() - When having sprites highlighted and changing shade, since r1943 change every highlighted sprite's shade if one of them is aimed at. With this revision, if SHIFT is pressed while doing that, only change the aimed at sprite's shade - a.m32: Use 'break' from a state instead of 'return'. The former may be "sticky" in a way that is not intended. Needs to be debugged later. - Update instructions in m32script_ex.map DONT_BUILD.

Build 4877

4 Jan 2015 · 2 commits · 1 author SVN
Open build
  • General

    engine.c: prevent multiple collection of same sector in scansector().

    Helixhorned r4877 4 Jan, 10:45 Engine
    Show details

    Also for polymost_scansector(). These were likely of little consequence because collection in scansector() is the exception than the rule (see added comments), and because the redundant drawwalls() would find the x range done the second and following times. Also, add a bound check for sectorborder[] (the limit was probably rarely hit in practice, but the check is mandatory nontheless) and add functions printscans() and printbunches() in the DEBUGGINGAIDS=2 build.

  • General

    engine.c: in drawmasks(), remove sorting sprites by statnum.

    Helixhorned r4876 4 Jan, 10:45 Engine
    Show details

    There were various issues with that code. - It does not seem to be very meaningful to do so. - It was carried out on the same range as the sprites sorted by z coordinate (those with equal x/y) just a few lines away, effectively overriding it. The former is very meaningful, though. - It led to inconsistencies between editor and game, see http://forums.duke4.net/topic/775-eduke32-20-and-polymer/page__view__findpost__p__214873

Build 4875

4 Jan 2015 · 2 commits · 1 author SVN
Open build
  • General

    Cleanup of various engine functions.

    Helixhorned r4875 4 Jan, 10:45 Engine
    Show details

    - factor out calculation of player-relative and screen+clipped-player-relative coordinates into get_rel_coords() and get_screen_coords(), respectively - the usual beautification stuff, especially since we're now on C99

  • CON

    always return non-negative values from 'clipmove' and related.

    Helixhorned r4874 4 Jan, 10:44 FixEngineCON
    Show details

    Previously, the C function clipmove() returned negative values when hit a wall (32768+wallnum) or sprite (49152+spritenum) because internally, these values were encoded into a *signed* 16-bit integer. This made no difference to C code using it, since it always proceeded by bit checks, but was inconsistent with documentation on CON 'clipmove' on the wiki. The following commands are affected too, since they use the value returned by clipmove(): 'clipmovenoslide', 'movesprite'. Also, the value of actor[].movflag ('htmovflag' from CON). Also, fix 'clipmove*' in LunaCON and add lunatic/test/checknearwall.con as an example of how to implement a being-close-to-a-wall checker as requested in http://forums.duke4.net/topic/7869-determining-closeness-to-a-wall/

December 2014 15 builds · 89 commits

Build 4873

30 Dec 2014 · 2 commits · 1 author SVN
Open build
  • General

    engine.c: fix clipmove() against floor-aligned sprites.

    Helixhorned r4873 30 Dec, 12:05 FixEngine
    Show details

    Introduced in r3207. Oops.

  • General

    engine.c: prevent an oob read of spriteext[] in drawsprite_classic().

    Helixhorned r4872 30 Dec, 12:05 Engine

Build 4871

28 Dec 2014 · 1 commit · 1 author SVN
Open build
  • General

    sounds.c: don't crash S_PlayMusic() if passed null pointer for 'fn'.

    Helixhorned r4871 28 Dec, 14:12 FixCON
    Show details

    This may happen if no title/end music is defined from CON. Thanks to Zaxtor for the bug report.

Build 4870

28 Dec 2014 · 6 commits · 1 author SVN
Open build
  • Amend r4862 so that touch devices, which do not display the crosshair as a cursor, are not completely prevented from using touch input by the lack of a crosshair tile.

    Hendricks266 r4870 28 Dec, 13:36
  • Fix the Screen Size slider so that it works properly after the screen size has been modified in-game with [-]/[+].

    Hendricks266 r4869 28 Dec, 13:35 Fix
  • Fix selecting "None" for Anisotropy.

    Hendricks266 r4868 28 Dec, 13:35 Fix
  • Fix opening a MenuEntryOptionList when the option's value is "Custom".

    Hendricks266 r4867 28 Dec, 13:35 Fix
  • Convert MenuRange*_t's "displaytype" field to "flags", add a flag to enforce clamping to the defined intervals, and apply this flag to the Screen Size slider.

    Hendricks266 r4866 28 Dec, 13:35
Show the other commit in this build

Build 4863

28 Dec 2014 · 4 commits · 1 author SVN
Open build
  • General

    actors.c: replace hard-coded list with missing check for SFLAG_NODAMAGEPUSH.

    Helixhorned r4863 28 Dec, 12:57
    Show details

    In A_RadiusDamage(). The code snippet that is disabled for such actors increases the damaged actor's .xvel by (4 times the) damage amount and is responsible for the strange effect of enemies becoming faster TOWARDS the player on being hit with an RPG frontally. Thanks to Fox for a keen eye.

  • disable mouse pointer if CROSSHAIR is void. DONT_BUILD.

    Helixhorned r4862 28 Dec, 11:48
  • General

    In G_HandleMirror(), consult g_mirrorCount instead of gotpic[] w/ MIRROR.

    Helixhorned r4861 28 Dec, 07:40
    Show details

    DONT_BUILD.

  • General

    Lunatic translator: add stand-alone option -fnames, generating names.h file.

    Helixhorned r4860 28 Dec, 07:40

Build 4859

27 Dec 2014 · 2 commits · 1 author SVN
Open build
  • General

    Fix playing end-of-episode ANMs.

    Hendricks266 r4859 27 Dec, 12:39 Fix
  • General

    If you save over an autonamed savegame and change the name, don't overwrite your edit with another autofill.

    Hendricks266 r4858 27 Dec, 12:39

Build 4857

27 Dec 2014 · 13 commits · 2 authors SVN
Open build
  • Enumify the "status" parameter of M_MenuText into MenuTextFlags_t.

    Hendricks266 r4857 27 Dec, 10:37
  • Implement mouse/touch/pointer controls for all widgets.

    Hendricks266 r4856 27 Dec, 10:37
  • Replace the "disabled" member of MenuEntry_t with "flags" so that the other 31 bits can be utilized.

    Hendricks266 r4855 27 Dec, 10:37
  • Disable normal left-click/touch menu functionality when the mouse is active.

    Hendricks266 r4854 27 Dec, 10:36
  • General

    Add the necessary plumbing to sdlayer to detect mousedown, mouseup, and dragging.

    Hendricks266 r4853 27 Dec, 10:36
Show the other 8 commits in this build

Build 4844

26 Dec 2014 · 11 commits · 1 author SVN
Open build
  • fix 'writearraytofile' for 64-bit platforms.

    Helixhorned r4844 26 Dec, 09:30 FixCON
  • General

    Tweak the behavior of viewscreens to what is more logical IMO.

    Helixhorned r4843 26 Dec, 09:30 FixEngine
    Show details

    - At a given time, at most one viewscreen may display TILE_VIEWSCR, namely that one which is g_curViewscreen - sync kinds of distance to compare against VIEWSCREEN_ACTIVE_DISTANCE (was Manhattan vs. dist(), now both the latter) - fix resetting to VIEWSCREEN tile when player is greater from it than that distance. When the player is closer to it again, it is *not* reset to TILE_VIEWSCR. - more sync'd g_curViewscreen and sprite[i].yvel (for 'i' being the viewscreen sprite) Note: in a multiplayer context, this needs to be thought about once more.

  • General

    engine.c: clamp all indices for distrecip[] access, as more OOBs were observed.

    Helixhorned r4842 26 Dec, 09:29 Engine
  • CON

    allow passing more than one flag to the 'spriteflags' directive.

    Helixhorned r4841 26 Dec, 09:29 CON
    Show details

    These will be bitwise-OR'd.

  • General

    gamedef.c: factor out some dup'd code into C_BitOrNextValue(), C_FinishBitOr().

    Helixhorned r4840 26 Dec, 09:29
Show the other 6 commits in this build

Build 4833

21 Dec 2014 · 5 commits · 1 author SVN
Open build
  • include wall[].ypanning in wall invalidation logic.

    Helixhorned r4833 21 Dec, 07:51 FixEngine
    Show details
  • General

    menus.c: Reset next-viewscreen-redraw counter from M_CloseMenu().

    Helixhorned r4832 21 Dec, 07:51
  • General

    Minor cleanup around security cameras / viewscreens. DONT_BUILD.

    Helixhorned r4831 21 Dec, 07:51 Engine
    Show details

    The only semantic change is that an out-of-sync instance of a distance to check (viewscreen sprite <-> player sprite) is changed in actors.c:G_MoveStandables(), from 2048 (as in Duke3D 1.5) to 8192, now represented by the define VIEWSCREEN_ACTIVE_DISTANCE. I have not yet observed any change in behavior regarding this change (but there ought to be one). Also, in DNCOORDS display, print 'totalclock' count, too.

  • don't draw masked walls with void tile. DONT_BUILD.

    Helixhorned r4830 written 20 Dec 2014 Engine
    Show details

    This prevents displaying W_FORCEFIELD+1 masks (as e.g. in front of viewscreens) completely black with ART mapping. The old behavior, which is inconsistent with classic, is kept for one-sided masked walls, though.

  • sync MAXJOYAXES, add lunatic/test/sprite_addtv.con. DONT_BUILD.

    Helixhorned r4829 written 20 Dec 2014 CON