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 19 builds · 68 commits

Build 4323

10 Feb 2014 · 8 commits · 1 author SVN
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  • General

    Networking updates.

    Hendricks266 r4322 10 Feb, 03:00
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    - Added preprocessor value NETVERSION, to be incremented in the source whenever changes are made to the network protocol. - Implemented proper server-side version verification of all clients upon connection. - Implemented connection refusal when we reach MAXPLAYERS. (Should be expanded to implement server player caps.) - Protected against OOB array accesses if an invalid player id is received. - Renamed all "Recieve" to "Receive".

  • General

    Fix warnings when building in C++11 mode, i.e. with CPLUSPLUS=1 CUSTOMOPT="--std=gnu++11".

    Hendricks266 r4321 10 Feb, 03:00 Fix
  • Add support for x64 building and all synthesis libs (libpng/zlib, libvpx, libFLAC).

    Hendricks266 r4320 10 Feb, 02:59
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    External ogg/vorbis are no longer required.

  • Full library refresh.

    Hendricks266 r4319 10 Feb, 02:58
  • General

    Don't crash if for some reason your CONs don't define actors like SHOTSPARK1, which has its strength value used in hardcoded behavior.

    Hendricks266 r4318 10 Feb, 02:56 Fix
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Build 4313

9 Feb 2014 · 4 commits · 2 authors SVN
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  • add *actor[].blend as an alias to .detail, *tspr[].tsprblend analogously.

    Helixhorned r4313 9 Feb, 11:22 CON
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    See lunatic/test/sprite_access.con for a LIZTROOP that periodically smoothly alpha-fades in and out. (Assuming that the 128 alpha blending tables from shadexfog.create_128_trans(1) are installed.) BUILD_LUNATIC.

  • General

    Extend PALETTE.DAT format to allow carrying additional blending tables.

    Helixhorned r4312 9 Feb, 11:22 Engine
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    Lunatic: also, add an additional argument 'moreblends' to engine.savePaletteDat() and document that function. See test/shadexfog.lua for a "user-friendly" wrapper shadexfog.save() which prints success or errors.

  • move code in test/shadexfog.lua to engine.savePaletteDat() and complete it.

    Helixhorned r4311 9 Feb, 11:22 Engine
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    The function now writes out a full PALETTE.DAT: base balette, shade table and translucency table.

  • General

    Fix building on MinGW (MinGW-w64 was OK). DONT_BUILD.

    TerminX r4310 written 8 Feb 2014 Fix

Build 4309

8 Feb 2014 · 12 commits · 1 author SVN
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  • update dynsymlists. Move blendtable[] from build.h to engine.c.

    Helixhorned r4309 8 Feb, 06:37 Engine
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    BUILD_LUNATIC.

  • add a 'lastokcol' argument to engine.nearcolor() and document it.

    Helixhorned r4308 8 Feb, 06:37 Engine
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    On the C side, slightly rewrite (now) getclosestcol_lim() for clarity.

  • document engine.*blendtab() and engine.getrgb() functions.

    Helixhorned r4307 8 Feb, 06:37 Engine
  • remove sprite members 'detail' and 'filler', add 'blend', make r/w.

    Helixhorned r4306 8 Feb, 06:37 EngineCON
  • General

    In the C code, rename sprite[].filler to 'blend'.

    Helixhorned r4305 8 Feb, 06:37 FixEngineCON
    Show details

    Also, fix a missed .filler -> g_ambiencePlaying[] rewrite in the editor. In C-CON, 'detail' is kept as alias to C-side (former) .filler / now .blend, but that name is *deprecated*.

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Build 4295

2 Feb 2014 · 3 commits · 1 author SVN
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  • General

    gloadtex() cleanup, make some vars in kplib.c static, add source/valgrind_errors.log.

    Helixhorned r4295 2 Feb, 07:56
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    BUILD_LUNATIC.

  • General

    sounds.c: exit S_PlayMusic() early if length of file is <4 bytes, clean up mem mgmt.

    Helixhorned r4294 2 Feb, 07:56
  • General

    engine.c: amend r4292, which introduced an even worse oob for NPOT xsize texs.

    Helixhorned r4293 2 Feb, 07:56 Engine

Build 4290

1 Feb 2014 · 4 commits · 1 author SVN
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January 2014 13 builds · 48 commits

Build 4286

31 Jan 2014 · 7 commits · 1 author SVN
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  • Fix compilation of C++ build, but not starting up yet.

    Helixhorned r4286 31 Jan, 13:13 Fix
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    BUILD_LUNATIC.

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

    Helixhorned r4285 31 Jan, 13:13 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 FixCON
  • General

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

    Helixhorned r4283 31 Jan, 13:12 Engine
  • General

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

    Helixhorned r4282 31 Jan, 13:12 Engine
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Build 4279

30 Jan 2014 · 3 commits · 1 author SVN
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  • General

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

    Helixhorned r4279 30 Jan, 11:12
  • General

    Reincarnate RTS sound functionality together with cleaning up related code.

    Helixhorned r4278 30 Jan, 11:12 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 Fix

Build 4276

29 Jan 2014 · 1 commit · 1 author SVN
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  • General

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

    Helixhorned r4276 29 Jan, 10:32 Fix
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    BUILD_LUNATIC.

Build 4275

28 Jan 2014 · 1 commit · 1 author SVN
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  • when clearing bunch number of c/f with yax_setbunch(), don't reset xpanning.

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

Build 4274

27 Jan 2014 · 6 commits · 1 author SVN
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  • General

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

    Hendricks266 r4274 27 Jan, 02:31
  • General

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

    Hendricks266 r4273 27 Jan, 02:31
  • 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 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
  • Eliminate a memory leak when changing resolutions with SDL_Renderer 8-bit mode.

    Hendricks266 r4270 27 Jan, 02:30 Fix
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Build 4268

27 Jan 2014 · 2 commits · 1 author SVN
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  • Introduce support for PlayStation CD-XA audio, a simple ADPCM format.

    Hendricks266 r4268 27 Jan, 02:30 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 Fix
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    EDuke32 has me so accustomed to straight C... using a template and pass-by-reference makes my day.

Build 4266

24 Jan 2014 · 6 commits · 1 author SVN
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  • add codegen option -fbad-getactorvar-use-pli for C-CON compatibility.

    Helixhorned r4266 24 Jan, 13:39 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 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 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
  • document engine.*shadetab() functions. DONT_BUILD.

    Helixhorned r4262 written 19 Jan 2014 Engine
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Build 4260

15 Jan 2014 · 3 commits · 1 author SVN
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  • make gv.current{Level,Episode} one-based and document them.

    Helixhorned r4260 15 Jan, 12:29 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 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 Fix
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    Actually, right now, any first arg starting with '-' will show the usage.

Build 4257

12 Jan 2014 · 3 commits · 1 author SVN
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  • General

    Engine-side per-map ART file support.

    Helixhorned r4257 12 Jan, 06:54 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 CON
  • General

    Stylistic/formatting tweaks in cache1d code.

    Helixhorned r4255 12 Jan, 06:54

Build 4254

12 Jan 2014 · 5 commits · 1 author SVN
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  • 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 Fix
  • Reintroduce SDL_Renderer for the classic renderer so that the Steam Overlay can function with it.

    Hendricks266 r4253 12 Jan, 06:05 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 Fix
    Show details

    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 Fix
  • General

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

    Hendricks266 r4250 12 Jan, 06:05