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

Showing 2012 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 1 active

Showing 1,104 commits

Export CSV
Display options
Commit details:
Active filters: Year: 2012 Clear all

December 2012

  • General

    Replace the osdcvar_t members that needed to be kept in sync with cvar_t with an actual cvar_t. If this is questionable for any reason I'm forgetting, feel free to revert!

    TerminX r3350 30 Dec, 17:51 Build 3350 Fix
  • General

    Surround "debug1" and "debug2" with #ifdef DEBUGGINGAIDS

    TerminX r3349 30 Dec, 17:50 Build 3350
  • General

    Clean up a couple of other getrendermode() related bits that the previous commit missed

    TerminX r3347 30 Dec, 12:34 Build 3347
  • General

    Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called.

    TerminX r3346 30 Dec, 12:34 Build 3347
  • more glue, fixes, backtrace for code called back from C.

    Helixhorned r3345 29 Dec, 07:21 Build 3345 Fix
  • General

    Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".

    Helixhorned r3344 29 Dec, 07:21 Build 3345
  • beginning to glue things together. Introducing LUNATIC_ONLY.

    Helixhorned r3343 29 Dec, 07:21 Build 3345
  • General

    Remove commented code using former engine variable "automapping".

    Helixhorned r3342 29 Dec, 07:21 Build 3345 Engine
  • General

    Fix LTO=1 RELEASE=1 Lunatic build.

    Helixhorned r3341 29 Dec, 07:21 Build 3345 Fix
  • General

    Rectify.

    Hendricks266 r3340 29 Dec, 03:27 Build 3340
  • General

    Fix SVN mime-types of binary files.

    Hendricks266 r3339 29 Dec, 03:07 Build 3340 FixEngine
    Show details

    Windows batch file: for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G" for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G" for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G" for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G" for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G" for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G" for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G" for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G" svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64

  • General

    Clean up and factor jaudiolib.

    Hendricks266 r3338 29 Dec, 02:59 Build 3340
  • General

    Replace initialize_globals() with global initialization.

    Hendricks266 r3337 29 Dec, 02:58 Build 3340
  • General

    Fix the gap between loops of ambient MUSICANDSFX sounds like BAR_MUSIC.

    Hendricks266 r3336 29 Dec, 02:58 Build 3340 Fix
  • General

    All kneel, king FLAC is here.

    Hendricks266 r3335 29 Dec, 02:57 Build 3340
    Show details

    FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me. Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64. HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).

  • General

    Clean up some file and directory structure.

    Hendricks266 r3334 29 Dec, 02:54 Build 3340
    Show details

    * Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows. * Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple. * Deleted Apple/lib/include/{ogg,vorbis}/, see previous point. * Deleted Apple/lib/libvorbisenc.a, 6MB saved. * Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong. * Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.) * Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more. * Renamed "StartupWinController*" to "startosx*".

  • General

    Bump DirectSound version to 8. This shouldn't really affect anything as the API is the same for all of the bits we make use of, but certain sets of DirectX headers/libs seem to be lacking v7 support.

    TerminX r3333 28 Dec, 21:23 Build 3333
  • General

    Remove FX_ASSVersion and related code since it wasn't used anywhere

    TerminX r3332 28 Dec, 21:23 Build 3333
  • General

    Throw a compiler warning when building with only the null sound driver

    TerminX r3331 28 Dec, 21:22 Build 3333
  • General

    Fix DirectSound in MSVC builds and remove the dependency on the DirectX SDK

    TerminX r3330 28 Dec, 21:22 Build 3333 Fix
  • General

    DEF "voxel": fix a tile range check failure message.

    Helixhorned r3329 28 Dec, 09:18 Build 3329 FixEngine
  • General

    Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.

    Helixhorned r3328 28 Dec, 09:18 Build 3329 CON
    Show details

    In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS], allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE). For Lunatic, they are replaced with weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].

  • General

    Replace wall of dup'd code in Gv_AddSystemVars with something more readable.

    Helixhorned r3327 28 Dec, 09:18 Build 3329 EngineCON
    Show details

    Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars.

  • General

    Replace initialize_engine_globals() with array initialization.

    Helixhorned r3326 28 Dec, 09:18 Build 3329
  • General

    Lunatic translator: pack all translation units into one big blob.

    Helixhorned r3325 28 Dec, 09:18 Build 3329
  • sinking in code.

    Helixhorned r3324 28 Dec, 09:18 Build 3329
  • General

    Make get{zs,ceilz,florz}ofslope (now ...ptr) accept sectortype pointer.

    Helixhorned r3323 28 Dec, 09:17 Build 3329
    Show details

    And rewrite the original functions as wrappers around these.

  • General

    Clean up spawning / actor initialization code.

    Helixhorned r3322 28 Dec, 09:17 Build 3329
  • General

    Cleanup of console/on-screen-display (OSD) functionality.

    Helixhorned r3321 25 Dec, 08:13 Build 3321
    Show details

    - Rewrite the "clear background" routine in a no-brainer way instead of juggling around with rotatesprite(). Make it common to game+editor. Expose glRectd to glbuild. - Don't stop OSD text line drawing when encountering a non-printable char. Instead, treat it as space. - In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints) to swap pointers. Write an analogous "swapptr" instead. - When changing from/to OSD, don't inject a pause key. This *might* have been the cause of the reported pausing problems. - clean up the code... (Yes, this commit throws together too much stuff. I suck sometimes. :P)

  • event chaining.

    Helixhorned r3320 25 Dec, 08:13 Build 3321
  • print -> OSD_Printf, error reporting.

    Helixhorned r3319 25 Dec, 08:13 Build 3321
  • General

    Clip printext256() at xdim, don't crash OSD_Printf() with empty string.

    Helixhorned r3318 25 Dec, 08:13 Build 3321 Fix
  • General

    Add a couple of test CONs: non-local control flow, rotation-fixed useractors.

    Helixhorned r3317 23 Dec, 11:24 Build 3317 Fix
  • General

    Fix rotation-fixed useractors (those having usertype bit 4 set).

    Helixhorned r3316 23 Dec, 11:24 Build 3317 FixEngine
    Show details

    Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).

  • more complete gameactor(), misc. translator tweaks.

    Helixhorned r3315 23 Dec, 11:24 Build 3317
  • General

    Pack actor_t's bposx/bposy/bposz members into a vec3_t named "bpos".

    Helixhorned r3314 23 Dec, 06:00 Build 3314
  • save r_usenewshading in configuration file.

    Helixhorned r3313 23 Dec, 06:00 Build 3314 Engine
  • General

    Fix build.lua's loadarts(), add bigytiles.lua.

    Helixhorned r3312 23 Dec, 06:00 Build 3312 Fix
  • General

    engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.

    Helixhorned r3311 23 Dec, 05:59 Build 3312 Engine
    Show details

    Unconditionally enabled, but useful for comparing the behavior of the 1-column vline functions against the 2- or 4-column ones.

  • fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.

    Helixhorned r3310 23 Dec, 05:59 Build 3312 FixEngine
    Show details

    The former is really only a workaround. Walls/vertical sprites/pskies with ysize 512 (and presumably greater, but this was not tested) are rendered with one shade higher at the borders (1 pixel vlines) because of a certain assumption in the ASM (see comments there). With very dark shades, the palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the end for each. The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled yet. It seems to matter only for the uncommon case where the such pskies repeat in the height. A 1680x1050 window fully covered with such a sky is then rendered at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline routines), so it may be leaning a bit too much on the side of correctness. A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for demonstration purposes.

  • General

    Add "mapinfo" token to the def parser, pending implementation.

    Hendricks266 r3309 22 Dec, 19:12 Build 3309
    Show details

    Sub-tokens: "mapfile", "maptitle", "mapmd4", "mhkfile" http://forums.duke4.net/topic/6070-user-map-maphacks-eduke32-feature-request/

  • in 3D mode's tile info, highlight members of swapped bottom walls.

    Helixhorned r3308 20 Dec, 04:04 Build 3308 Engine
    Show details

    - If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>" - highlight pic, shade, pal, cstat in yellow then - in printext256, accept at most 3 digits for the color format string (e.g. ^123)

  • General

    In Polymost, make r_usenewaspect=2 fog independent of screen x size.

    Helixhorned r3307 20 Dec, 04:04 Build 3308 Engine
  • when pasting single wall, take over bits 4, 1+64 and 8+256.

    Helixhorned r3306 18 Dec, 14:40 Build 3306 Engine
    Show details

    That is, everything concerning orientation. Previously, it was wrongly the bitwise NOT of these bits that got taken over. In particular, if bit 2 (swap bottom walls) would get pasted, ridiculousness could ensue.

  • General

    Revert "Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X)."

    TerminX r3305 18 Dec, 10:07 Build 3305 Fix
    Show details
    Reverts
    705cc72
  • General

    Fix ebacktrace on 32-bit. (Sorry, we're back to 5 MB.)

    Hendricks266 r3304 18 Dec, 01:15 Build 3304 Fix
  • General

    Move fog calc routines into polymost.c, declare in engine_priv.h.

    Helixhorned r3303 16 Dec, 11:18 Build 3303 Engine
  • General

    Don't enable fog in polymost_printext256() and when drawing tile view in M32.

    Helixhorned r3302 16 Dec, 11:18 Build 3303 Engine
    Show details

    The new "r_usenewshading 2" mode could darken these otherwise.

  • General

    Classic-like visibility/fog for OpenGL modes, r_usenewshading 2 (new default).

    Helixhorned r3301 16 Dec, 11:18 Build 3303 Engine
    Show details

    Implemented using GL_LINEAR fog. The only source of difference (besides the obvious indexed vs. true color) should now be the distance constant, which still had to be determined experimentally. Polymer implements this mode in its fog fragment program part. Parallaxed skies are always drawn with full visibility, I'm not sure if there are any maps that expect otherwise. Also, accidentally committed: factor out initialization code from polymost_printext256() into gen_font_glyph_tex(), small game.c changes.

  • General

    Fix the DirectInput breakage on Win64.

    Hendricks266 r3300 15 Dec, 21:46 Build 3300 Fix
    Show details

    It was caused by the definition of c_dfDIJoystick using literal 24 and 16 values in place of sizeof(DIDATAFORMAT) and sizeof(DIOBJECTDATAFORMAT), which include pointers. On 64-bit, the values end up being 32 and 24, causing a discrepancy in which DIERR_INVALIDPARAM was thrown. https://gitorious.org/0xdroid/external_libsdl-12/commit/1b1e05db06edcbe64599c6a5ad703795e0e02acb/diffs