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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Showing 2015 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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December 2015

  • General

    Projectile changes:

    TerminX r5498 27 Dec, 18:04 Build 5498 Fix
    Show details

    -palette is now set at spawn time, instead of during movement (oops!) -projectiles can no longer hit their owner during their first tic of movement

  • General

    Fix hard coded white and red color indexes used in on-screen debug output, to better operate with a palette dissimilar to Duke3D.

    TerminX r5497 27 Dec, 18:04 Build 5498 Fix
  • General

    Polymer lighting tweaks, mostly internal.

    TerminX r5496 27 Dec, 18:04 Build 5498 Engine
  • Don't restrict setgamepalette to the range [0, 3].

    Hendricks266 r5495 26 Dec, 07:42 Build 5495 Engine
  • Make voxels take on the current basepalette, like they should.

    Hendricks266 r5494 26 Dec, 07:42 Build 5495 Engine
  • Fix voxels so palette colors are treated as 8-bit, not 6-bit. Overlooked in r5349.

    Hendricks266 r5493 26 Dec, 07:42 Build 5495 FixEngine
  • General

    Add new spriteflag SFLAG_GREENSLIMEFOOD = 8388608, which controls whether GREENSLIME will eat a given actor.

    Hendricks266 r5492 26 Dec, 07:41 Build 5495
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    The flag is automatically set on LIZTROOP, LIZMAN, PIGCOP, and NEWBEAST, in a similar fashion as SFLAG_NOWATERDIP (r4956) and SFLAG_NODAMAGEPUSH (r4371).

  • General

    Fix CLANG warnings

    TerminX r5491 22 Dec, 20:06 Build 5491 Fix
  • General

    Fix issue with sin/cos CON commands that prevented using the special builtin structure shortcut access vars for input.

    TerminX r5490 22 Dec, 20:06 Build 5491 FixCON
  • General

    Add vm_player, vm_sprite and vm_distance to get/setuserdef. This controls the sprite and player referenced by things like "THISACTOR", all of the "ifp" conditionals, per-actor gamevar access, etc. This is intended to be used to un-gimp things like EVENT_WORLD.

    TerminX r5489 22 Dec, 20:06 Build 5491 EngineCON
  • General

    VS solution update. DONT_BUILD.

    TerminX r5488 22 Dec, 20:06 Build 5491
  • General

    Draw frame at level start after EVENT_LOADPLAYER instead of before.

    TerminX r5487 22 Dec, 20:06 Build 5491 CON
  • General

    Change references to eduke32.sourceforge.net to www.eduke32.com

    TerminX r5486 22 Dec, 20:06 Build 5491
  • General

    Update LZ4

    TerminX r5485 22 Dec, 20:06 Build 5491
  • General

    Fix cstat 1024 in classic and Polymer

    TerminX r5484 22 Dec, 20:05 Build 5491 FixEngine
  • General

    Add "restartmap" console command

    TerminX r5483 22 Dec, 20:05 Build 5491
  • General

    Increase Polymost depth fighting mitigation offset, plus some other minor changes that shouldn't affect anything.

    TerminX r5482 22 Dec, 20:05 Build 5491 Engine
  • General

    Add support for sector/wall/sprite struct trackers to Polymer

    TerminX r5481 22 Dec, 20:05 Build 5491 Engine
  • General

    Split Polymer artmap setup into polymer_setupartmap()

    TerminX r5480 22 Dec, 20:05 Build 5491 Engine
  • General

    Use a hash table for finding Polymer buckets

    TerminX r5479 22 Dec, 20:05 Build 5491 Engine
  • General

    Appease clang

    TerminX r5478 22 Dec, 20:05 Build 5491
  • General

    Polymer light tweaks

    TerminX r5477 22 Dec, 20:05 Build 5491 Engine
  • General

    Fix FIRELASER spawning multiple Polymer lights

    TerminX r5476 22 Dec, 20:05 Build 5491 FixEngine
  • General

    Move vsync option to video setup

    TerminX r5475 22 Dec, 20:05 Build 5491
  • General

    Prune the dynamic tile name system in the same manner as sounds were pruned in the previous commit and r4748.

    Hendricks266 r5474 19 Dec, 21:19 Build 5474
  • General

    Remove the __STATIC macros of dynamic sounds pruned in r4748.

    Hendricks266 r5473 19 Dec, 21:19 Build 5474
  • General

    Remove three unused-in-the-source dynamic sound variables partially forgotten in r4748.

    Hendricks266 r5472 19 Dec, 21:19 Build 5474
  • When RETURN is set to INT32_MIN in EVENT_CHANGEMENU, cancel any animations in addition to not changing the current menu.

    Hendricks266 r5471 19 Dec, 21:19 Build 5474 CON
  • General

    Name map best time entries in the cfg by MD4 checksum instead of filename.

    Hendricks266 r5470 19 Dec, 21:18 Build 5474
    Show details

    Existing filename-demarcated personal bests are still read as a fallback if an MD4 is not found, but only MD4 entries are written. Fans of both Lunar Apocalypse and Nuclear Winter should sort out the MapTimes section of their cfg file manually.

  • General

    Fix two bugs in SCRIPT_GetNumber that cause it to issue an incorrect return value.

    Hendricks266 r5469 19 Dec, 21:18 Build 5474 Fix
  • Add globalgameflag 4, DUKE3D_NO_PALETTE_CHANGES. This disallows the game from performing its usual modification to palette data after loading it, mainly the transparent color.

    Hendricks266 r5468 19 Dec, 21:18 Build 5474
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    If you use this flag, make sure your transparent color it set exactly as you would like it to be used in cases like those presented in the previous commit.

  • In gloadtile_art, (1) get the current texel's index, (2) apply alpha if index == 255, (3) get the index by indexing into the specified palookup table, and then (4) apply fullbright considerations. Previously these tasks were performed in order 1432.

    Hendricks266 r5467 19 Dec, 21:18 Build 5474 Engine
  • General

    Add test cases for previous commit: transhacktest.map and .m32

    Hendricks266 r5466 4 Dec, 03:53 Build 5466 Engine
  • Add a new pthtyp flag to mark textures that should not be processed by the fixtransparency() hack (which avoids the transparent color blending into a sprite when texture filtering is enabled), such as non-(T)ROR-masking floors and ceilings, white- and mask-walls, paper-skies, and rotatesprite with orientation flag 64. This commit makes sure the flag's status always fits the situation.

    Hendricks266 r5465 4 Dec, 03:52 Build 5466 FixEngine
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    This fixes the remaining issue with WWII GI's LOGO.ANM: Color index #255 is used as the dominant white color (not as a transparent index) and fixtransparency() was mangling the image as a result.

  • Enumify the lower bits of the method/dameth argument to various functions.

    Hendricks266 r5464 4 Dec, 03:52 Build 5466 Engine
  • General

    Factor out common handling of the end-of-level between sectors tagged 65535 and 65534, switches tagged 65535, and nukebuttons.

    Hendricks266 r5463 4 Dec, 03:52 Build 5466 FixEngine
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    This fixes the bug with user maps ending in 65534-tagged sectors, reported by FistMarine: https://forums.duke4.net/topic/8367-end-of-level-bug/ It also eliminates dead code belonging to the nukebutton.

  • General

    Fix unused global variables in menus.c with DROIDMENU defined.

    Hendricks266 r5462 4 Dec, 03:52 Build 5466 Fix
  • General

    Fix an unused variable in menus.c with USE_OPENGL=0.

    Hendricks266 r5461 4 Dec, 03:52 Build 5466 Fix

November 2015

  • General

    Fix orientation bit 64 when applied to a tile with fullbrights in OpenGL with r_fullbrights enabled.

    Hendricks266 r5460 28 Nov, 01:06 Build 5460 FixEngine
    Show details

    This fixes (the most glaringly wrong problem) with WWII GI's LOGO.ANM in OpenGL, exposed by r5437.

  • General

    More NAM/WWII GI "bluefont" xbetween fixes missed in r5452.

    Hendricks266 r5459 28 Nov, 01:06 Build 5460 Fix
  • General

    Fix a compiler error on introduced in r5445.

    Hendricks266 r5458 28 Nov, 01:06 Build 5460 Fix
  • General

    Fix typo in r5448.

    Hendricks266 r5457 28 Nov, 01:06 Build 5460 Fix
  • General

    Fix compiler warnings when building for 32-bit.

    Hendricks266 r5456 28 Nov, 01:06 Build 5460 Fix
  • General

    WWII GI: Use "GI2" as the cheat prefix instead of "WW2" because W conflicts with WSAD movement.

    Hendricks266 r5455 28 Nov, 01:06 Build 5460
  • General

    Duke3D/Startup: Autodetect the installation path of the World War II GI release on Steam. Windows and Linux only for now, as there appears to be no OS X support.

    Hendricks266 r5454 25 Nov, 04:08 Build 5454
  • General

    Implement WWII GI weapon display code.

    Hendricks266 r5453 25 Nov, 04:08 Build 5454
    Show details

    Remaining issues with the weapons (both functionality and display): - The "pistol", "shotgun", and "chaingun" fire too slowly. - The flamethrower fires too quickly. - The bazooka drop for reload is late. - Upon starting a level, the "pistol" should show a reload frame, but it does not.

  • General

    Miscellaneous NAM and WWII GI tweaks/fixes.

    Hendricks266 r5452 25 Nov, 04:08 Build 5454 Fix
    Show details

    Remaining issues: - Inventory item gamefuncs still use their Duke 3D names. The buggy way custom gamefunc binds are saved and loaded needs to be addressed first.

  • General

    Implement NAM and WWII GI's replacement cheats.

    Hendricks266 r5451 25 Nov, 04:08 Build 5454
    Show details

    Whereas Duke starts cheats with DN, NAM starts with NVA and WWII GI starts with WW2. (Hackily: CheatKeys[] is still size 2, and the third character is at the start of every CheatString.) The cheats hyper (NAM-only), coords, view, skill, weapons, and inventory were not originally present but since they work properly and this is EDuke32, I have re-added them. Non-working cheats are now disabled.

  • General

    Don't implicitly define GAMEFLAG_NAM for WWII GI. Instead, implement a new macro NAM_WW2GI synonymous with (NAM || WW2GI).

    Hendricks266 r5450 25 Nov, 04:08 Build 5454
  • General

    Restrict the right-edge widescreen clamping of the Pistol reload and Freezer to Duke Nukem 3D only: NAM and WWII GI don't need it.

    Hendricks266 r5449 25 Nov, 04:08 Build 5454