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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May 2015 15 builds · 97 commits

Build 5188

14 May 2015 · 3 commits · 1 author SVN
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  • account for the projectile changes in r5080. BUILD_LUNATIC.

    Helixhorned r5188 14 May, 05:18
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    The (undocumented) Lua-side API stays almost the same.

  • allow ':' immediately after 'case' (legacy; warns), writing to ud.god.

    Helixhorned r5187 14 May, 05:18 CON
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    Also, on one "gamevar `xxx' is not per-*" diagnostic, print the location of the gamevar definition.

  • fix build and user_defs definition mismatch.

    Helixhorned r5186 14 May, 05:18 Fix
    Show details

    Left: projectile changes.

Build 5185

13 May 2015 · 3 commits · 1 author SVN
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  • General

    Add more expansion GRPs to the detection list.

    Hendricks266 r5185 13 May, 01:57
  • General

    Add autodetection support for Duke 3D as part of the Steam release of the 3D Realms Anthology.

    Hendricks266 r5184 13 May, 01:57
  • General

    OS X: Fix startup window banner. DONT_BUILD.

    Hendricks266 r5183 written 12 May 2015 Fix

Build 5182

10 May 2015 · 1 commit · 1 author SVN
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  • honor r_usenewaspect, especially it being off.

    Helixhorned r5182 10 May, 03:55 EngineCON
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    For this, add a setaspect_new() setup/restore pair in M32_DrawRoomsAndMasks() like for G_DrawRooms(). With this, changing viewingrange/aspect via m32script (in a.m32: [7] -- [9] on the upper row) can only be done in r_usenewaspect 0, though.

Build 5180

3 May 2015 · 3 commits · 1 author SVN
Open build
  • Add "artfile" token, which loads an ART file. You can use the "tile" sub-token to overwrite the starting tilenum of the file from def.

    Hendricks266 r5180 3 May, 00:05
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    artfile { file "whatever.art" } // loads whatever.art just as if it had been named TILES020.ART artfile { file "whatever.art" tile 2000 } // loads whatever.art starting at index 2000 instead of the tilestart value contained within it This is useful because ART files will load faster than images loaded through tilefromtexture (which must undergo a color matching process), and because tiles making use of palette indices which have duplicate colors in the stock Duke 3D palette but not in other palettes (such as the 3D Realms screen) are negatively affected by the aforementioned process.

  • General

    Add support for ART files containing exactly one tile as an input format for hightile textures and model skins. They are rendered in the global game palette and function as conventional hightile.

    Hendricks266 r5179 3 May, 00:05 Engine
  • Allow loading ART files as input to tilefromtexture. Note that they must contain exactly one tile; any more and the entire ART file will be rejected.

    Hendricks266 r5178 3 May, 00:05

Build 5177

3 May 2015 · 17 commits · 1 author SVN
Open build
  • General

    Restructure and expand some ART loading functionality in the engine.

    Hendricks266 r5177 3 May, 00:04 Engine
  • Factor out dummytile creation code into E_CreateDummyTile and account for the case when a dummytile may be overwriting a faketile from tilefromtexture.

    Hendricks266 r5176 3 May, 00:04
  • General

    Separate kpzload into two separate functions, kpzbufload (which now lives in cache1d, regardless of WITHKPLIB) and kpzdecode.

    Hendricks266 r5175 3 May, 00:04
  • General

    Replace most instances of casting byte arrays to wider integral types with the B_(UN)BUF functions in compat.h that were previously used only in the netcode.

    Hendricks266 r5174 3 May, 00:03
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    I have commented out the versions of these functions that perform bitmasks and shifts and replaced them with versions that cast to and from integral types, pending performance and compatibility research across platforms.

  • General

    Replace the bswap function used in kplib with B_SWAP32, and merge the 32-bit MSVC and GCC assembly into compat.h.

    Hendricks266 r5173 3 May, 00:03
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    TODO: Review the value of the continued use of special cases of these swap functions, including the OS-based variants for BSD and OS X, and this assembly.

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April 2015 10 builds · 42 commits

Build 5159

18 Apr 2015 · 5 commits · 1 author SVN
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  • General

    Do "typedef projectile_t defaultprojectile_t;" instead of having an indetical-member type.

    Helixhorned r5159 18 Apr, 14:59
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    Move projectile_t to player.h.

  • General

    polymost.c: fix display of floor-aligned sprites ornameted to the ceiling.

    Helixhorned r5158 18 Apr, 14:59 FixEngine
  • General

    polymost.c: split three overlong lines into three each.

    Helixhorned r5157 18 Apr, 14:59 FixEngine
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    This was formerly "fix multi-tile ceiling skies.", but TX beat me to it and Git automatically figured out how to merge while keeping a linear history. (Our fixes were identical.) Nice!

  • General

    Double the size of clouds[] (holding sectors with CLOUDYSKIES ceilings).

    Helixhorned r5156 18 Apr, 14:59 Engine
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    Also, make cloudx[] and cloudy[] scalars, as the per-sector values were always identical. In prelevel(), warn if some CLOUDYSKIES-ceiling sectors could not be set up due to reaching the new 256 sector limit.

  • General

    actors.c: fix 3 incorrect '/' -> tabledivide32_noinline rewrites in r4658.

    Helixhorned r5155 18 Apr, 14:59 FixEngine
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    Division has higher precedence than bitwise-OR. The cases concerned SE3, SE4 and NEON* sprites. Incidental info: the blinking of NEON* sprites can be controlled via their lotag, similarly to how you how you give a "random flash number" as SE4 hitag.

Build 5153

18 Apr 2015 · 4 commits · 1 author SVN
Open build
  • General

    Fix the sounds at the end of the episode 3 cutscene.

    TerminX r5153 18 Apr, 14:37 Fix
  • General

    Polymost parallax sky fix.

    TerminX r5152 18 Apr, 14:37 FixEngine
  • General

    Further constification. DONT_BUILD.

    TerminX r5151 18 Apr, 14:37
  • General

    vec2_t rotatepoint().

    TerminX r5150 18 Apr, 14:37

Build 5149

14 Apr 2015 · 3 commits · 1 author SVN
Open build
  • General

    Make all the hictinting_apply blocks consistent. This should fix certain tints types being applied incorrectly in Polymer and the global tints (underwater and nightvision) not being applied to tints and models with certain flags.

    Hendricks266 r5149 14 Apr, 14:18 FixEngine
  • General

    Correct the HICTINT_GRAYSCALE calculation for hightile.

    Hendricks266 r5148 14 Apr, 14:17 Engine
  • General

    Complete the necessary infrastructure so that more than one precomputed tint on a hightile texture will display.

    Hendricks266 r5147 14 Apr, 14:17 Engine

Build 5146

14 Apr 2015 · 5 commits · 1 author SVN
Open build
  • Add blending modes Screen, Overlay, and Hard Light, as opposed to the default Multiply. This value is encoded in bits 6 and 7 of the "flags" parameter. In other words, calculate your flags besides these modes, then bitwise OR the resulting value with:

    Hendricks266 r5146 14 Apr, 01:08
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    0 - Multiply 64 - Screen 128 - Overlay 192 - Hard Light Note: These will likely look terrible when combined with the Colorize flag, because of the nature of the Colorize flag.

  • General

    Account for HICTINT_GRAYSCALE, INVERT, and COLORIZE when applying a tint on 8-bit art.

    Hendricks266 r5145 14 Apr, 01:07
  • General

    Apply HICTINT_APPLYOVERALTPAL where it should in texcache_fetch.

    Hendricks266 r5144 14 Apr, 01:07
  • General

    Eliminate a check that a model's sector's floorpal is nonzero before applying a tint.

    Hendricks266 r5143 14 Apr, 01:07 Engine
  • Account for HICTINT_APPLYOVERALTPAL and HICTINT_USEONART.

    Hendricks266 r5142 14 Apr, 01:06 Engine

Build 5141

12 Apr 2015 · 7 commits · 1 author SVN
Open build
  • General

    Fix omission of modules when parsing game-side defs.

    Hendricks266 r5141 12 Apr, 01:07 Fix
  • General

    Implement "renamefile" during game-side def parsing (normally for "loadgrp" et al.) in addition to engine-side def parsing.

    Hendricks266 r5140 12 Apr, 01:07 Engine
  • Add "copytile" token that allows you to copy existing 8-bit tiles from one slot to another, along with their x/yoffsets and flags. ART animation values are not copied.

    Hendricks266 r5139 12 Apr, 01:07
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    Examples: (assuming stock Duke palswaps) copytile 10000 { tile 0 } // tile #10000 is now the same as #0 copytile 10001 { tile 1 pal 8 } // tile #10001 is now #1 with a full-green tint copytile 0 { pal 1 pal 23 } // tile #0 now has a full-yellow tint

  • General

    Instead of keeping the entire contents of ART files loaded from within zips in memory, assimilate them into tilefromtexture's compressed faketiledata.

    Hendricks266 r5138 12 Apr, 01:07
    Show details

    This involves some refactoring.

  • Expand use of check_tile().

    Hendricks266 r5137 12 Apr, 01:06
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Build 5134

11 Apr 2015 · 6 commits · 1 author SVN
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Build 5127

9 Apr 2015 · 9 commits · 1 author SVN
Open build
  • Add "undefinetile" and "undefinetilerange".

    Hendricks266 r5127 9 Apr, 00:52
  • General

    Clear the player's quote timer for each MAIN_LOOP_RESTART.

    Hendricks266 r5126 9 Apr, 00:52
  • General

    Disallow "autoload" as a choice for the game dir in the Win32 startup window.

    Hendricks266 r5125 9 Apr, 00:52
  • General

    Allow alpha fade-out for quotes and the menu mouse cursor in 8-bit when the supplied PALETTE.DAT has enough alpha tables to fully display each effect.

    Hendricks266 r5124 9 Apr, 00:51
  • Modify slider bar so that it uses a scale defined in the data structure instead of auto-scaling to the height of the row.

    Hendricks266 r5123 9 Apr, 00:51
Show the other 4 commits in this build

March 2015 18 builds · 84 commits

Build 5118

29 Mar 2015 · 6 commits · 1 author SVN
Open build
  • General

    Add events for the remaining player-related HUD display functions:

    Hendricks266 r5118 29 Mar, 22:57 CON
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    EVENT_DISPLAYSPIT - loogies from the SPIT projectile EVENT_DISPLAYFIST - nukebutton fist (shrunk fists are part of EVENT_DISPLAYWEAPON) EVENT_DISPLAYKNEE - pstomp knee (quick kick is part of EVENT_DISPLAYWEAPON) EVENT_DISPLAYKNUCKLES - knuckle crack idle animation EVENT_DISPLAYSCUBA - scuba gear EVENT_DISPLAYTIP - tip hand EVENT_DISPLAYACCESS - access cards / keycards

  • General

    Move handling of ud.drawweapon from G_DrawWeaponTileWithID() to P_DisplayWeapon(). This fixes it not being applied to the quick kick and mighty foot.

    Hendricks266 r5117 29 Mar, 22:57 Fix
  • General

    Replace the use of an "snum" parameter in the screen display functions with screenpeek because we need to keep screenpeek accurate for CON anyway.

    Hendricks266 r5116 29 Mar, 22:56 CON
  • Add two new structs, tiledata and paldata, accessible only through quick-access.

    Hendricks266 r5115 29 Mar, 22:56 CON
  • General

    Don't print quotes when not in-game.

    Hendricks266 r5114 29 Mar, 22:56
    Show details

    This is required after a change in the cheat menu commit that allows the cheat quotes to trigger from the in-game menu. However, a side-effect was that pressing F12 in the main menu would cause "SCREEN SAVED" to display indefinitely.

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Build 5112

28 Mar 2015 · 3 commits · 1 author SVN
Open build
  • General

    Avoid reading or writing savegame specdata arrays when the pointer to one is NULL or their count is zero.

    Hendricks266 r5112 28 Mar, 19:40
  • General

    Avoid triggering undefined behavior in the allocator when loading or saving ProjectileData[].

    Hendricks266 r5111 28 Mar, 19:40
  • Add checks to prevent invalid reads/writes when using get/setprojectile on a tile number that does not have a projectile defined for it.

    Hendricks266 r5110 28 Mar, 19:40 CON

Build 5108

28 Mar 2015 · 5 commits · 1 author SVN
Open build
  • Add token "forcefilter" to textures, skyboxes, and model skins. It forces the use of GL filtering for the resource in question.

    Hendricks266 r5108 28 Mar, 02:49 Engine
  • Add "nocompress" and "nodownsize" tokens to model skin definitions.

    Hendricks266 r5107 28 Mar, 02:49
  • CON

    Add projectile workslike flag PROJECTILE_NOSETOWNERSHADE = 0x00200000 = 2097152 that prevents actors from inheriting a projectile's shade when shooting it.

    Hendricks266 r5106 28 Mar, 02:48 CON
  • Really fix get/setprojectile.

    Hendricks266 r5105 28 Mar, 02:48 FixCON
  • General

    Re-apply r5053, which got lost in r5079.

    Hendricks266 r5104 28 Mar, 02:48