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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March 2013 28 builds · 101 commits

Build 3612

25 Mar 2013 · 2 commits · 1 author SVN
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  • General

    Fix a case in minitext_() overlooked by r3608.

    Hendricks266 r3612 25 Mar, 12:19 Fix
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    (This should fix the inventory item box in the statusbar.)

  • Properly implement rotatesprite16 by adding ROTATESPRITE_FULL16 to orientation.

    Hendricks266 r3611 25 Mar, 12:19 CON

Build 3610

24 Mar 2013 · 5 commits · 1 author SVN
Open build
  • General

    Add "rotatespritea" to CON and M32script.

    Hendricks266 r3610 24 Mar, 21:33 CON
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    I hope I didn't bruise Lunatic too much.

  • General

    Implement alpha into rotatesprite (rotatesprite_) on the engine side.

    Hendricks266 r3609 24 Mar, 21:32 Engine
  • General

    Add orientation bit 2048, enumerated as ROTATESPRITE_FULL16, which is a courtesy provided by the engine for the purpose of the game to internally force use of full 32-bit coordinates. With this bit set, all CON screen drawing commands can use rotatesprite16-like coordinates.

    Hendricks266 r3608 24 Mar, 21:31 EngineCON
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    While the functionality was already internally in place for gametext as one of two hacks using ROTATESPRITE_MAX (the other still used by minitext_() to align with the statusbar) we must codify a bit in the engine for safe external use. (Otherwise, ROTATESPRITE_MAX could/would theoretically increase and leave modders high and dry.) (Dev note: In G_DrawTXDigiNumZ(), ROTATESPRITE_MAX was used to bitshift the value used to calculate digit spacing for no reason I can ascertain other than to introduce rounding errors into the zoom/textscale calculations. It was never used anywhere, so I removed it.) Bonus: The scaling code for digitalnumberz and gametextz has been modified so that the spacing is no longer affected by rounding errors. Try animating the zoom value and compare how the text used to jump but now does not.

  • General

    Hackily implement spriteext.alpha into Classic by internally attaching 33% and 66% to the cstat bits.

    Hendricks266 r3607 24 Mar, 21:31
  • General

    Relax CAPITALIZATION restrictions.

    Hendricks266 r3606 24 Mar, 21:31

Build 3605

24 Mar 2013 · 4 commits · 1 author SVN
Open build
  • fix assertion failure with overlong walls in rintersect().

    Helixhorned r3605 24 Mar, 11:55 FixEngine
  • General

    Lunatic translator: proper Lua->CON line mapping for actor/event/etc. headers.

    Helixhorned r3604 24 Mar, 11:55 CON
  • return early with 0 from cansee() if either sector is >= MAXSECTORS.

    Helixhorned r3603 24 Mar, 11:55 EngineCON
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    Previously, only the <0 condition was checked. However, the passed sectnums could be >= MAXSECTORS (at least in C-CON), for example when issuing 'canseespr' on a sprite not in the game world.

  • readarrayfromfile: fail silently if file can't be opened.

    Helixhorned r3602 24 Mar, 11:55 CON

Build 3601

24 Mar 2013 · 9 commits · 1 author SVN
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  • simplify RETURN handling, make its behavior across events same as C-CON.

    Helixhorned r3601 24 Mar, 11:54 CON
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    There's only one RETURN value on the C side (g_RETURN), which is also referenced from Lua. Upon entering an event, its value takes on the per-event default one, and its value when the event code finishes is passed back to the game. Independently of that, its value is always saved and restored across event calls.

  • add LuaJIT's 'dump' module, printing traced bytecode, IR and mcode.

    Helixhorned r3600 24 Mar, 11:54
  • don't wrongly report PANIC corruption with MAXSPRITES sprites present.

    Helixhorned r3599 24 Mar, 11:53 FixEngine
  • General

    Lunatic t.: don't error on changing stat/sect of sprite not in the game world.

    Helixhorned r3598 24 Mar, 11:53 Engine
  • actor usertypes from CON, set SFLAGs as 2nd gameactor() arg in Lua.

    Helixhorned r3597 24 Mar, 11:53 FixCON
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    In passing, fix a couple of omissions: gameactor() being passed nil's in the middle, more than one moveflag to CON *actor.

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Build 3592

21 Mar 2013 · 4 commits · 1 author SVN
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  • General

    premap.c: fix oob access of tagbitmap[] with formerly negative lo-/hitags.

    Helixhorned r3592 21 Mar, 03:20 Fix
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    Also, allocate that array dynamically instead of on the stack.

  • make ivec3 and dvec3 types share same metatable, orthogonalize API.

    Helixhorned r3591 21 Mar, 03:20
    Show details

    Specifically, remove ivec3's blen1() method and add from/to BUILD coordinate (z scaled by 16) conversion methods.

  • slightly cleaner weapondata_t access.

    Helixhorned r3590 21 Mar, 03:20
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    Also, for the embedded translator: don't warn on unrecognized command line opt.

  • General

    Clean up mdsprite.c:voxdraw() a little.

    Helixhorned r3589 21 Mar, 03:20

Build 3588

21 Mar 2013 · 6 commits · 1 author SVN
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  • General

    Clean up mdsprite.c:md3draw() by factoring out m->head.flags == 1337 check.

    Helixhorned r3588 21 Mar, 03:20
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    ... into a macro MFLAGS_NOCONV(m). Since it currently expands to (0), some dead code will be eliminated. Introduce a "compilation option" macro DO_MD2_MD3_CONV in mdsprite.c.

  • General

    Clean up mdsprite.c:md3draw() by factoring out spriteext[tspr->owner] access.

    Helixhorned r3587 21 Mar, 03:19
  • General

    Make -testlua accepted (but ignored) in non-Lunatic build.

    Helixhorned r3586 21 Mar, 03:19
    Show details

    So that it doesn't result in the -t (respawn on) command line switch.

  • General

    Clean up mdsprite.c:md3draw() by tightening locals, factoring out 2x dup code.

    Helixhorned r3585 21 Mar, 03:19
  • give sprite cstat 1024 a marco name, CSTAT_SPRITE_MDHACK.

    Helixhorned r3584 21 Mar, 03:19 Engine
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Build 3582

21 Mar 2013 · 2 commits · 1 author SVN
Open build
  • Wii

    Fix Mapster32. It runs now.

    Hendricks266 r3582 21 Mar, 02:49 FixEngine
  • Add the default installation paths for the GOG.com release of Duke Nukem 3D: Atomic Edition and the Steam release of Duke Nukem 3D: Megaton Edition (if they exist) to EDuke32's search path.

    Hendricks266 r3581 21 Mar, 02:48

Build 3580

18 Mar 2013 · 5 commits · 1 author SVN
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  • General

    Process ART animations on tspr->picnum early in all three renderers.

    Hendricks266 r3580 18 Mar, 23:23 Engine
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    This enables ART animations to take effect on voxels in classic, voxels and models in Polymost, and models in Polymer.

  • General

    Save the configuration files whenever a savegame is made.

    Hendricks266 r3579 18 Mar, 23:23
  • General

    Prevent the middle chaingun muzzleflash from animating its position when the player is frozen.

    Hendricks266 r3578 18 Mar, 23:22 Fix
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    The unmodified behavior is completely wrong and I don't see how any mod could ever use it.

  • General

    weapons.con.sample: Fix three C to CON porting bugs. Thanks to Fox for the reports.

    Hendricks266 r3577 18 Mar, 23:22 FixCON
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    (Modders who used an older version: Take a look at the SVN diff, the fixes can easily be applied by hand.)

  • General

    Add to r3544.

    Hendricks266 r3576 18 Mar, 23:22

Build 3575

18 Mar 2013 · 3 commits · 1 author SVN
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  • General

    Classic screen tilting: fix it by passing bit 1024 to rotatesprite().

    Helixhorned r3575 18 Mar, 15:05 Fix
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    This now should look correct for both settings of r_usenewaspect.

  • properly protect weapondata_t members, fix Lua->CON line mapping.

    Helixhorned r3574 18 Mar, 15:05 FixCON
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    Also, make -Werror-bad-getactorvar disabled by default.

  • General

    Fix Lunatic build on Windows.

    Helixhorned r3573 18 Mar, 15:05 Fix
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    - Make _buildargv[_buildargc] NULL. - With SDL layer, pass argv and argc directly and get rid of _build* ones. - Add tilesiz* to dynsymlists.

Build 3572

17 Mar 2013 · 6 commits · 1 author SVN
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  • General

    Lunatic translator embedded: handle command line arguments.

    Helixhorned r3572 17 Mar, 11:11 Fix
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    Also, fix an error() call in control.lua:gamearray_file_common().

  • General

    Lunatic t.: allow hex literals with >9 digits if the high ones are all 'F's.

    Helixhorned r3571 17 Mar, 11:11 CON
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    (Or '0's, but that case is handled automatically.) The resulting generated number is taken by looking at the 8 lower nibbles and interpreting them as a signed 32-bit integer. Also add some number parsing tests to test/nlcf_break.con.

  • General

    Lunatic translator: new switch -W(no-)error-bad-getactorvar.

    Helixhorned r3570 17 Mar, 11:11 CON
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    Toggling whether a getactorvar for a global or per-player gamevar issues a warning or a hard error, the latter being the default. Also, make it possible to readgamevar/savegamevar per-actor gamevars and add userdefs member "idplayers" (read-only).

  • General

    Lunatic translator: else if* -> elseif, fix codegen for "if {}".

    Helixhorned r3569 17 Mar, 11:11 Fix
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    The first transformation makes the "control structure too long" error appear only with larger if/else cascades, though it's still possible.

  • General

    Lunatic translator: dynamic tile remapping.

    Helixhorned r3568 17 Mar, 11:11 Fix
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    Also, fix message when tiles get remapped in debugging builds.

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Build 3566

15 Mar 2013 · 8 commits · 1 author SVN
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  • General

    Add new LOGO_FLAGS bit 2048, preventing cutscene at E4 beginning if set.

    Helixhorned r3566 15 Mar, 09:56
  • General

    geom.lua: fix copy-paste bugs and clean up code. Remove __eq metamethod.

    Helixhorned r3565 15 Mar, 09:56 Fix
  • allow indexing some weapon/inventory arrays with their names.

    Helixhorned r3564 15 Mar, 09:56
  • General

    Lunatic translator: warn if setting reserved bits in some system gamevar redef.

    Helixhorned r3563 15 Mar, 09:56 CON
  • g_tile access, rudimentary system gamearray support for the translator.

    Helixhorned r3562 15 Mar, 09:56 CON
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    The only operation for which proper code is generated is reading a single value from a system gamearray.

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Build 3558

13 Mar 2013 · 3 commits · 1 author SVN
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  • replace some allocations by static data, some translator fixes.

    Helixhorned r3558 13 Mar, 03:48 Fix
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    Fix 'setsprite' and 'music'. A good timing test for actors performance is the starfield of WGR2's E1L1 ("Nexus").

  • also save min, max actor times; fix release build.

    Helixhorned r3557 13 Mar, 03:48 Fix
  • General

    Lunatic translator: handle LOGO_FLAGS.

    Helixhorned r3556 13 Mar, 03:48 CON
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    This is the only gamevar of its kind that is handled for Lunatic, neither PLR_MORALE nor LOGO_FLAGS are.

Build 3554

3 Mar 2013 · 2 commits · 1 author SVN
Open build
  • General

    Fix osxbuild.sh and wiibuild.bat after r3551.

    Hendricks266 r3554 3 Mar, 23:49 Fix
  • General

    Connect spriteext.alpha to models and voxels in Polymost.

    Hendricks266 r3553 3 Mar, 23:49 Engine
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    This code is neat, tidy, organized, and sensical!

Build 3551

3 Mar 2013 · 1 commit · 1 author SVN
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  • General

    Directory cleanup. Move the "Apple", "Windows", and "Wii" directories to a new "platform" dir, move the contents of "psd" to "rsrc/source", move eobj* and obj* directories so that they're under the "source" dir.

    TerminX r3551 3 Mar, 20:14

Build 3550

3 Mar 2013 · 5 commits · 1 author SVN
Open build
  • General

    Remove the old MakeDistributions makefile. This was used to package the old manually released source archives we had years ago.

    TerminX r3550 3 Mar, 20:08
  • General

    Remove unused eduke32.vcxproj.user file, presumably used by VS2010 and up to store machine-dependent preferences

    TerminX r3549 3 Mar, 20:07
  • General

    Remove unused rsrc/orange_icon.ico

    TerminX r3548 3 Mar, 20:07
  • General

    Remove the old NSIS script used to generate the installers we had, what, 5 years ago? If we ever need it again we can just pull it from one of the old revisions stored in the repo.

    TerminX r3547 3 Mar, 20:07
  • General

    Remove old unused changelog files

    TerminX r3546 3 Mar, 20:07

Build 3545

3 Mar 2013 · 3 commits · 1 author SVN
Open build
  • General

    Make stopping of all sounds after completion of LOGO.ANM conditional on the newly introduced (LOGO_FLAGS & LOGO_STOPANIMSOUNDS). Modifies r3217.

    Hendricks266 r3545 3 Mar, 17:24
  • General

    Patch up some broken hardcoded behavior with regard to the Sentry versions of the bosses (minibosses), as suggested by Fox.

    Hendricks266 r3544 3 Mar, 17:23 Fix
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    This should have no adverse effects or side-effects. The changes only apply if a modder chose to use completely broken functionality in the first place.

  • General

    Connect spriteext.alpha to Polymost.

    Hendricks266 r3543 3 Mar, 17:23 Engine
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    Ugh, global variable hacks. Excuse me while I wash my hands.

Build 3542

3 Mar 2013 · 9 commits · 1 author SVN
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  • General

    Fix starttrack crashing when a "null music" is selected.

    Helixhorned r3542 3 Mar, 08:06 Fix
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    Introduced with the refactoring in r3490.

  • make con.ai accept literal action/move, check for calling from top.

    Helixhorned r3541 3 Mar, 08:06 Fix
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    Also, fix con._setgamepalette.

  • General

    Lunatic translator standalone: option specifying a directory for gen'd code.

    Helixhorned r3540 3 Mar, 08:06
    Show details

    The option is -fgendir=<directory>.

  • General

    Lunatic translator standalone: allow specifying list files.

    Helixhorned r3539 3 Mar, 08:06 CON
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    All non-option positional arguments after an @ sign are taken as list files: hashes at the beginning of a line denote comments, truly empty lines are ignored, all other lines should contain one root CON file name.

  • General

    spriteclip.txt: refer to _clipshape0.map instead of _clipshape_.map.

    Helixhorned r3538 3 Mar, 08:06
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February 2013 18 builds · 90 commits

Build 3533

28 Feb 2013 · 4 commits · 1 author SVN
Open build
  • General

    Lunatic t.: {read,save}gamevar, fix break in nested while, fix rotatesprite16.

    Helixhorned r3533 28 Feb, 09:30 FixCON
  • General

    build.c: initialize g_doHardcodedMovement to 1.

    Helixhorned r3532 28 Feb, 09:30 FixEngine
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    Fixing movement when not loading a.m32.

  • attach const qualifiers to appropriate function input arguments.

    Helixhorned r3531 28 Feb, 09:30
  • fixups and debugging helpers.

    Helixhorned r3530 28 Feb, 09:30 Fix
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    - add LuaJIT's 'v' module printing trace info - translator: fix game function name definitions - revert math.fmod -> math.modf, they are different! - disable JIT compilation for a function we're getting strange crashes with - Make some of DukePlayer_t's members 'bool' on the Lua side. It's way too easy to write something like "ps.jetpack_on" where "ps.jetpack_on~=0" was meant. [Background: Kyle873 observed that Duke was always floating.] - Error out if looping in our_module(). I find this behavior more logical than returning true. - fix a couple of missed FORBID variables