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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June 2013 21 builds · 90 commits

Build 3850

2 Jun 2013 · 2 commits · 1 author SVN
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  • General

    Fix the display of numbers with TEXT_GAMETEXTNUMHACK and TEXT_XOFFSETZERO. (Fix level stats, part 2.)

    Hendricks266 r3850 2 Jun, 22:26 Fix
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    The commit revises the definition of qstrdim when TEXT_[XY]OFFSETZERO are used. With these flags, the offsets the user specifies are now the only dimensions the function cares about in terms of tile placement, so depending on the difference between the offset(s) and the size of the final tile, it may be slightly more or less than the dimensions actually displayed on the screen because tile size is never taken into account. (For example, if your font is nominally 9x7 like the Duke bluefont and you use a TEXT_XOFFSETZERO of 5 with a string five characters long, the total x dimension will be 25 even though the last character will overhang that amount by four pixels. If you use a TEXT_XOFFSETZERO of 12 with the same string, the total x width will be 60 even though there will be three pixels of empty space on the right edge.) This change was made because assigning text an arbitrary constant width in general implies an intent to keep character positions constant even with a variable width font, but returning the visible span of pixels on the screen that the tiles cover would have caused the string to move when alignment options other than the top-left were used. In other words, you can now safely use TEXT_[XY]OFFSETZERO with the alignment options and the text won't jiggle. Also, with TEXT_GAMETEXTNUMHACK, numerals are now effectively TEXT_XOFFSETZERO text that respect the above paragraph, so number count displays can look nice with alignment options too. Having to modify the extent/offset code makes me realize that I'm not quite happy with its structure because it gets tangled juggling different concepts like character width, X offset, and spacing, and how they relate when the line wraps or in terms of the final size. Fortunately, it produces correct results as far as I know, and it's not necessarily ugly, just hard to understand. Handle with care.

  • General

    Fix display of level stats by fixing G_ScreenText() handling of (orientation & 2).

    Hendricks266 r3849 2 Jun, 22:26 Fix

Build 3848

2 Jun 2013 · 2 commits · 1 author SVN
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  • proper handling of dynamic remappings with weapon defaults.

    Helixhorned r3848 2 Jun, 07:07 CON
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    That is, the gamevars named WEAPONx_* in CON will now have the remapped value if they were not overridden from CON ('gamevar' at file scope). For C-CON, everything except signaling an override from the CON parser is in place.

  • hook up dynamicsoundremap.

    Helixhorned r3847 2 Jun, 07:07 CON

Build 3846

1 Jun 2013 · 7 commits · 1 author SVN
Open build
  • General

    Make S_MenuSound() use stack'd array to get rid of S_StaticToDynamicMenuSound().

    Helixhorned r3846 1 Jun, 13:09
  • hook up qstrdim and screentext.

    Helixhorned r3845 1 Jun, 13:09 CON
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    Also add some recent keywords to the list in con_lang.lua which I had forgotten all along.

  • sector[].ceiling/.floor gets a reference to a ceiling-or-floor struct.

    Helixhorned r3844 1 Jun, 13:09 Engine
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    Also, make sector[].*stat a bitint type. Now, a piece of code could look like this: local sec = sector[i] local ceil = sec.ceiling ceil.statx:flip(sector.STAT.SMOOSH)

  • fix a couple of oversights, tweak some stuff.

    Helixhorned r3843 1 Jun, 13:09 Fix
  • real user per-player vars.

    Helixhorned r3842 1 Jun, 13:09 CON
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    The previous behavior was to translate them as global gamevars, since LunaCON currently has no support for multiplayer. However, then some errors would be missed where such gamevars are accessed in no-player context (e.g. EVENT_ENTERLEVEL). On by default, disabled with -fno-playervar.

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Build 3839

1 Jun 2013 · 6 commits · 1 author SVN
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  • General

    Replace use of preprocessor macro WIN32 with _WIN32. (Blame clang.)

    Hendricks266 r3839 written 31 May 2013
  • General

    Make improvements utilizing G_ScreenText().

    Hendricks266 r3838 written 31 May 2013
  • General

    For all HUD and text shadows that use pal 4, also use shade 127.

    Hendricks266 r3837 written 31 May 2013
  • General

    Text wrapper conversion.

    Hendricks266 r3836 written 31 May 2013
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    G_PrintGameText(), minitext_(), G_DrawTXDigiNumZ(), and menutext_() now wrap G_ScreenText(). G_GameTextLen() now wraps G_ScreenTextSize(). G_DrawDigiNum_() now wraps G_DrawTXDigiNumZ().

  • General

    Prettify the DEF progress meter by relocating '\n' en masse.

    Hendricks266 r3835 written 31 May 2013
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    It should be transparent even with the meter disabled.

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May 2013 36 builds · 115 commits

Build 3830

30 May 2013 · 6 commits · 1 author SVN
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  • also reset per-actor gamevars from spawns originating from C.

    Helixhorned r3830 30 May, 11:10 CON
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    Take care not to do it twice. Still untested though.

  • split 'replace' option for actor chaining flags into soft/hard.

    Helixhorned r3829 30 May, 11:10 CON
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    Hard replacement reassigns the tile flags, while soft replacement bitwise ORs them, as in CON (since some flags might already have been set using commands like spritenoshade).

  • reset per-actor gamevars on actor spawn, untested.

    Helixhorned r3828 30 May, 11:10 CON
  • General

    Compile DEF progress meter only on Windows or if having the startup window.

    Helixhorned r3827 30 May, 11:10
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    The latter checked with #defined HAVE_GTK2, which is probably not correct for every platform. In builds without a startup window, the periods get mingled with stdout output otherwise.

  • implement 'definegametype', allow writing userdef.level_number.

    Helixhorned r3826 30 May, 11:10 FixCON
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    Also, allow (implicit) actor index -1 to 'sound' like in C-CON and fix MULTIMODE gamevar definition (was 0, not 1).

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Build 3824

30 May 2013 · 2 commits · 1 author SVN
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  • General

    Fix potential oob access when flipping the floor [F] in 2D mode.

    Helixhorned r3824 30 May, 02:13 Fix
  • General

    Replace inline "qsetmode==200" checks with in3dmode().

    Helixhorned r3823 30 May, 02:13
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    Analogously for the negation; remove a couple of redundant decls of "qsetmode".

Build 3822

28 May 2013 · 3 commits · 1 author SVN
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  • General

    Make deletion of an ambient sound MUSICANDSFX sprite stop its sound again.

    Helixhorned r3822 28 May, 12:52 Engine
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    Add a test case source/lunatic/test/delmusicsfx.lua.

  • add actor.delete() and various 'length' methods to geom.vec3/ivec3.

    Helixhorned r3821 28 May, 12:52
  • remove "found `gettspr' outside of EVENT_ANIMATESPRITES" warning.

    Helixhorned r3820 28 May, 12:52 CON
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    Because one may obviously use gettspr/settspr in states called from that event.

Build 3819

26 May 2013 · 3 commits · 1 author SVN
Open build
  • fix 'zadd' DEF token handling. (Polymer has it right.)

    Helixhorned r3819 26 May, 11:42 FixEngine
  • General

    With DNCOORDS display, print number of sprites currently on the screen.

    Helixhorned r3818 26 May, 11:42 Engine
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    Only in debugging builds.

  • add a couple of ud members, gamevars; handle 'dynamicremap' only once.

    Helixhorned r3817 26 May, 11:42 CON
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    Also, allow MAXVOLUMES+1 to first arg of 'music'.

Build 3815

25 May 2013 · 1 commit · 1 author SVN
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  • General

    Fixes a crash after killing the boss in Duke 0.99 and fixes the issue with WGR2 SVN being detected as 0.99 due to malformed definelevelname statements

    TerminX r3815 25 May, 13:25 Fix

Build 3813

24 May 2013 · 10 commits · 1 author SVN
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  • -Wchained-loadactor option for LunaCON, clear errors on restart.

    Helixhorned r3813 24 May, 06:54 CON
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    The last only in release builds.

  • implement dragpoint, clipmove*; fix gamearray serialization.

    Helixhorned r3812 24 May, 06:54 FixEngineCON
  • don't extern 'clipmovetraceboxnum', add a new func. clipmovex() instead.

    Helixhorned r3811 24 May, 06:54 Engine
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    The 'x' is for "extended", since its last arg is a switch of whether to disable sliding. Use that from gameexec.c.

  • fix 'copy' on 64-bit archs.

    Helixhorned r3810 24 May, 06:54 FixCON
  • General

    LunaCON standalone: don't try default path on file-not-found for root names.

    Helixhorned r3809 24 May, 06:54 CON
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Build 3803

23 May 2013 · 4 commits · 1 author SVN
Open build
  • General

    Add support for shareware 0.99/1.0/1.1, for shits and giggles.

    TerminX r3803 23 May, 11:28
  • General

    MSVC build fix

    TerminX r3802 23 May, 11:27 Fix
  • General

    Add a simple indicator of progress when loading a large def (like the HRP)... print one period to the startup window per 50 passes of the main loop in defsparser()

    TerminX r3801 23 May, 11:27
  • General

    Support high DPI setups for the startup dialogs on Windows

    TerminX r3800 23 May, 11:27

Build 3798

20 May 2013 · 1 commit · 1 author SVN
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  • rename con.peractorvar to simply con.actorvar.

    Helixhorned r3798 20 May, 12:58
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    NOTE: I'm committing this from my git clone again. If this works OK, everything is in good order again. If not, I hope that I won't damage the SVN repo. *Runs away...*

Build 3797

20 May 2013 · 1 commit · 1 author SVN
Open build
  • General

    Test commit from SVN since I may have bricked my local git clone. (r3796 doesn't show up as SVN-committed for me, partial commit?) The change itself is a very small tweak in m32help.hlp.

    Helixhorned r3797 20 May, 12:50

Build 3796

20 May 2013 · 4 commits · 1 author SVN
Open build
  • prototypical gamevar serialization, currently very CON-centric.

    Helixhorned r3796 20 May, 12:31 CON
  • initialize SPRITE_HARDCODED_BADGUY on Lua state recreation, too.

    Helixhorned r3795 20 May, 12:31
  • partially implement {save,load}mapstate CON commands.

    Helixhorned r3794 20 May, 12:31 CON
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    What is missing is saving and restoring per-player and per-actor gamevars. Also add a test CON mutator 'mapstate.con'.

  • allow desktop-sized windowed modes, add 1680x1050 to defaults list.

    Helixhorned r3793 20 May, 12:31

Build 3792

19 May 2013 · 6 commits · 1 author SVN
Open build
  • General

    Make G_{Save,Restore}MapState() take no input arguments.

    Helixhorned r3792 19 May, 12:29
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    Instead, MapInfo[ud.volume_number*MAXLEVELS+ud.level_number] is accessed inside these functions.

  • General

    Remove redundant checks for some map state function uses.

    Helixhorned r3791 19 May, 12:29
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    Also, prettify G_FreeMapState(), remove some duplicate function decls and resurrect 'savestate' and 'restorestate' OSD commands for the debug build.

  • fix Lua->CON line translation by recreating the line info, too.

    Helixhorned r3790 19 May, 12:29 FixCON
  • conditionally compile out more code in savegame/gamevars.[ch].

    Helixhorned r3789 19 May, 12:29 CON
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    Also, make the savegame major version 2 in the Lunatic build.

  • accept any number of *.lua modules on the command line.

    Helixhorned r3788 19 May, 12:29 CON
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    There's no option letter for loading them, and the extension is checked case sensitively. Lua modules are loaded after CON translated to Lua. Also remove -testlua option.

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