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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September 2015 8 builds · 28 commits

Build 5352

23 Sep 2015 · 5 commits · 1 author SVN
Open build
  • General

    Remove NULL checks before calling free(): they are unnecessary as per the C standard. Other cleanup includes factoring code into DO_FREE_AND_NULL() macros.

    Hendricks266 r5352 23 Sep, 10:55
  • Add basepalette, palookup, and blendtable tokens.

    Hendricks266 r5351 23 Sep, 10:55 Engine
  • Prevent tilefromtexture from ever assigning index #255 (the transparent color) to the processed image.

    Hendricks266 r5350 23 Sep, 10:55
  • General

    Internally, work with 24-bit palettes instead of 18-bit.

    Hendricks266 r5349 23 Sep, 10:55
  • General

    Restructure the basepaltable subsystem to support up to 256 palettes and use dynamic allocation like palookup and blendtable.

    Hendricks266 r5348 23 Sep, 10:55 Engine

Build 5347

23 Sep 2015 · 3 commits · 1 author SVN
Open build
  • General

    Don't error out when lookup.dat can't be read.

    Hendricks266 r5347 23 Sep, 10:54
  • General

    Restructure loadpalette() so that read errors are not immediately fatal and enforce that the necessary parts have been loaded in E_PostInit (after loaddefinitionsfile()).

    Hendricks266 r5346 23 Sep, 10:54
  • Add E_PostInit, called from the game after loaddefinitionsfile().

    Hendricks266 r5345 23 Sep, 10:54 Engine

Build 5342

7 Sep 2015 · 3 commits · 1 author SVN
Open build
  • General

    Update the precompiled Windows libraries: libogg 1.3.2, libvorbis 1.3.5

    Hendricks266 r5342 7 Sep, 19:58
  • General

    Merge compat-from-mingw-w64 into compat-to-msvc since we dropped support for mainline MinGW32, and add dll_dependency.S so we don't need to build the libs with "-fno-stack-check -fno-stack-protector -mno-stack-arg-probe".

    Hendricks266 r5341 7 Sep, 19:58
  • General

    Reinstate the printing of quote 121 when DNKEYS is used.

    Hendricks266 r5340 7 Sep, 19:57

August 2015 10 builds · 26 commits

Build 5338

30 Aug 2015 · 1 commit · 1 author SVN
Open build
  • in manual member editing, Shift+ENTER allows toggling individual bits

    Helixhorned r5338 30 Aug, 00:24 Engine
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    For values that are displayed in hex. Patch by The Mechanic, with modifications.

Build 5337

29 Aug 2015 · 2 commits · 1 author SVN
Open build
  • CON

    amend action's viewtype -8 to be more in line with the others.

    Helixhorned r5337 29 Aug, 10:43 CON
  • after playtesting with Esc+[T], break from the key polling loop.

    Helixhorned r5336 29 Aug, 10:43 FixEngine
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    Bug noticed and fix located by The Mechanic.

Build 5335

29 Aug 2015 · 1 commit · 1 author SVN
Open build
  • CON

    allow viewtype -8 for 'action', meaning to x-flip the shown sprite.

    Helixhorned r5335 29 Aug, 03:21 EngineCON
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    Similarly to how -5 and -7 and are accepted since r3859.

Build 5332

15 Aug 2015 · 6 commits · 1 author SVN
Open build
  • General

    Fix USE_OPENGL=0 build.

    Hendricks266 r5332 15 Aug, 14:28 Fix
  • Mostly revert r5326, and instead restrict the starting and stopping text input to touch devices where we need the on-screen keyboard to appear. This maintains the bugfix on targets with a physical keyboard.

    Hendricks266 r5331 15 Aug, 14:28 Fix
  • General

    Fix the Custom game content directory startup window option loading the folder alphabetically previous to the one selected when the "autoload" folder is present.

    Hendricks266 r5330 15 Aug, 14:28 Fix
  • Add EVENT_PREDRAW2DSCREEN.

    Hendricks266 r5329 15 Aug, 14:28 EngineCON
  • General

    Improvements to the MSVC project.

    Hendricks266 r5328 15 Aug, 14:27
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Build 5326

9 Aug 2015 · 6 commits · 1 author SVN
Open build
  • don't enable/disable SDL text input.

    Helixhorned r5326 9 Aug, 02:58
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    At program start, text input is enabled anyway and it does not seem to have any adverse effects. However, disabling it after e.g. game save leads to the OSD not working properly any more: normal keys are passed via handleevent_pollsdl's SDL_TEXTINPUT case.

  • don't repeat #ifdef/#endif for SDL_{Start,Stop}TextInput().

    Helixhorned r5325 9 Aug, 02:58
  • General

    SDL2 layer: handle all Ctrl+[A-Z] keys passed to OSD_HandleChar().

    Helixhorned r5324 9 Aug, 02:58
    Show details

    See that function for a list of what these do in the OSD.

  • OSD

    fix oob write for Ctrl+K ("delete all to end of line").

    Helixhorned r5323 9 Aug, 02:58 Fix
  • in test/helixspawner.lua, make COLOR a global variable. DONT_BUILD.

    Helixhorned r5322 9 Aug, 02:58
    Show details

    To demonstrate and test that it can be modified from outside, and that these changes are kept with savegame restores.

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Build 5320

8 Aug 2015 · 2 commits · 1 author SVN
Open build
  • add config variable 'corruptcheck_heinum'.

    Helixhorned r5320 8 Aug, 00:04 FixEngine
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    With 3 modes: 0: auto-correction and warning disabled 1: auto-correction enabled (default, current behavior) 2: auto-correction and warning enabled

  • make BOUNCEMINE spawn FRAMEEFFECT only if moving horizontally.

    Helixhorned r5319 8 Aug, 00:04 CON
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    Also add "zshoot -4096 BOUNCEMINE" to lunatic/test/weaponvars.con to demonstrate that bouncemines can be shot.

Build 5316

2 Aug 2015 · 2 commits · 1 author SVN
Open build
  • don't spawn FRAMEEFFECT1 for BOUNCEMINE.

    Helixhorned r5316 2 Aug, 01:40 FixEngine
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    There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/

  • General

    engine.c: use swapptr() instead of swaplong() in two cases in drawmasks().

    Helixhorned r5315 2 Aug, 01:40 Engine

Build 5314

1 Aug 2015 · 2 commits · 1 author SVN
Open build
  • don't redundantly adjust globalcursectnum in polymost_drawrooms().

    Helixhorned r5314 1 Aug, 01:41 Engine
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    See r5024 and the added comment.

  • in DNCOORDS display, show x/y/z for VEL + ps->fric x and y components.

    Helixhorned r5313 written 25 Jul 2015
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    Also, prettify some ps->fric-related code. DONT_BUILD.

July 2015 18 builds · 45 commits

Build 5312

25 Jul 2015 · 4 commits · 1 author SVN
Open build
  • fix displayed viewscreen when its x/yrepeat isn't evenly divisible by 4.

    Helixhorned r5312 25 Jul, 10:23 Fix
  • add DEBUG_FRAME_LOCKING functionality.

    Helixhorned r5311 25 Jul, 10:23
  • fix unbalanced begindrawing()/enddrawing() pair in printext16().

    Helixhorned r5310 25 Jul, 10:23 FixEngine
  • General

    Fix various, but not all warnings.

    Helixhorned r5309 25 Jul, 10:23 FixEngine
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    Except: - missing braces around initializer [-Wmissing-braces]: due to union-in-struct vec3f_t - comparison between signed and unsigned integer expressions [-Wsign-compare]: in polymer.c

Build 5307

21 Jul 2015 · 1 commit · 1 author SVN
Open build
  • fix frame locking issue with 2d3d mode, crash when toggling bottom texture swap, issues with drawing certain types of walls.

    TerminX r5307 21 Jul, 19:06 FixEngine

Build 5306

20 Jul 2015 · 3 commits · 1 author SVN
Open build
  • fix display of pal 4 sprites in 2d mode.

    TerminX r5306 20 Jul, 13:25 FixEngine
  • fix 3d mode status messages being overwritten with position/ang/horiz readouts.

    TerminX r5305 20 Jul, 13:25 FixEngine
  • fix unreadable status messages in 3d mode when working with a palette that doesn't align to Duke3d's color layout.

    TerminX r5304 20 Jul, 13:25 FixEngine