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 · 2 active

Showing 318 builds

Export CSV
Display options
Commit details:

August 2012 18 builds · 125 commits

Build 2977

28 Aug 2012 · 1 commit · 1 author SVN
Open build
  • General

    Fix "shooting" tripbombs from non-players such as the SE shooter.

    Helixhorned r2977 28 Aug, 14:42 Fix
    Show details

    Well, this never worked anyway, but invoking demons flying out of your nose is never a good idea.

Build 2976

26 Aug 2012 · 5 commits · 1 author SVN
Open build
  • General

    Modify EVENT_CHANGEWEAPON so that it actually serves a purpose. Instead of being triggered before curr_weapon is changed, with nothing used for input or output with RETURN (meaning you could not cancel), now RETURN is set to the prospective new weapon ID and you can change it or cancel it in the event.

    Hendricks266 r2976 26 Aug, 20:53 CON
    Show details

    Note that since setting RETURN did nothing before, there is no backwards compatibility to uphold. Therefore, setting RETURN to 1 will cause the pistol to be selected, not disable the event. Set RETURN to -1 to cancel switching.

  • General

    Expand "Switch weapons on pickup" to three options: "Off", "All weapons", and a new one, "Fav priority". It switches to the weapon you have just picked up only if it is ranked higher in the favorite weapon hierarchy using the "-u" parameter.

    Hendricks266 r2975 26 Aug, 20:52
    Show details
  • General

    The Build tools no longer link with SDL or SDL_mixer because they don't need to.

    Hendricks266 r2974 26 Aug, 20:51 Fix
    Show details
  • General

    Add EVENT_PREGAME. Now all sprites are processed in the following fashion:

    Hendricks266 r2973 26 Aug, 20:49 EngineCON
    Show details

    1. EVENT_PREGAME 2. hardcoded stuff 3. EVENT_GAME One potential use is to examine values which are clobbered by commands such as ifhitweapon/ifwasweapon.

  • General

    Disable questionable lines from Makefile.common that were causing my build system to deep crash.

    Hendricks266 r2972 26 Aug, 20:48 Fix

Build 2971

26 Aug 2012 · 9 commits · 1 author SVN
Open build
  • General

    Quit the game if SE17 (warp elevator) setup fails.

    Helixhorned r2971 26 Aug, 15:17 Engine
    Show details

    The spawn-time SE 17 setup uses nextsectorneighborz() which can fail (return -1) on some circumstances and would cause an OOB sector[] access.

  • General

    Replace some literal numbers denoting SEs/STs by symbolic enumeration values.

    Helixhorned r2970 26 Aug, 15:16
  • General

    engine.c: rewrite nextsectorneighborz() for clarity.

    Helixhorned r2969 26 Aug, 15:15 Engine
  • General

    build.lua map loader: add the option of canonicalizing sprite order.

    Helixhorned r2968 26 Aug, 15:13 Engine
    Show details

    This is mostly for debugging, since currently, Mapster32 restores sprites not in the same order as the original sprite index order. Also, expose this option from map2text.lua and mapdiff.sh.

  • General

    foreachmap.lua: add -e"some code..." switch to execute code from the cmdline.

    Helixhorned r2967 26 Aug, 15:12
Show the other 4 commits in this build

Build 2962

24 Aug 2012 · 5 commits · 1 author SVN
Open build
  • General

    On Linux build without startup GUI, don't save ModDir to config.

    Helixhorned r2962 24 Aug, 11:55
  • General

    A couple of trivial changes.

    Helixhorned r2961 24 Aug, 11:54
  • General

    Fix stack corruption when demo was attempted to be written with non-empty mod dir.

    Helixhorned r2960 24 Aug, 11:52 Fix
  • General

    If r_screenaspect is 0 (or any other invalid value), assume square pixel aspect.

    Helixhorned r2959 24 Aug, 11:51
  • General

    osxbuild.sh: add 'debughelix' preset, building only x64 debug packages.

    Helixhorned r2958 24 Aug, 11:49

Build 2957

22 Aug 2012 · 6 commits · 1 author SVN
Open build
  • General

    Pack how many players fake multi was started with into g_fakeMultiMode.

    Helixhorned r2957 22 Aug, 15:51
  • don't wrongly change pitch for sounds originating from 2nd player.

    Helixhorned r2956 22 Aug, 15:50
    Show details

    For example, if the first one is underwater.

  • tweak base palette application, remove resp. code from splitscr.con.

    Helixhorned r2955 22 Aug, 15:49 CON
    Show details

    Basically, base palettes with lower indices trump higher ones. For example, when one player is underwater and the other above, the normal palette takes precedence.

  • General

    Generalize fullscreen tint application to more than one tint.

    Helixhorned r2954 22 Aug, 15:48
    Show details

    Currently, the only kinds of tint that can be applied simultaneously are one "palfrom" per player, plus one loogie tint per player. Each palfrom still overrides the preceding one. However, this is not a big problem IMO since palfroms decrease at the same rate (loogie tint decreases at half the speed). This change is especially good for the splitscreen mod, since now the tints of the two players won't compete with each other. See the comment in the source for some properties of the blending formula.

  • General

    Don't clear loogie tint transiently on changing palette.

    Helixhorned r2953 22 Aug, 15:47
Show the other commit in this build

Build 2951

21 Aug 2012 · 1 commit · 1 author SVN
Open build
  • General

    Make a colored REACTOR/REACTOR2 sprite disappear in single player again.

    Helixhorned r2951 21 Aug, 10:40 Engine
    Show details

    Noted by Nukey. See Duke3D 1.5 GAME.C line 4220.

Build 2950

21 Aug 2012 · 2 commits · 1 author SVN
Open build
  • print "reserved" quotes in the upper half of the screen.

    Helixhorned r2950 21 Aug, 10:39
    Show details

    Reverved quotes are ones like "Killed by xxx". Since they're only shown for the first player for now, printing them in the upper part makes more sense (in above/below split, the first player is above).

  • tweak weapon selection to do the expected thing for shrinker/grower.

    Helixhorned r2949 21 Aug, 10:37

Build 2948

20 Aug 2012 · 11 commits · 1 author SVN
Open build
  • General

    Print quotes for both players in fake multi, remove quote code in splitscr.con.

    Helixhorned r2948 20 Aug, 14:32 CON
  • General

    game.c: clean up G_PrintGameText() a little.

    Helixhorned r2947 20 Aug, 14:31
  • General

    game.c: clean up G_PrintGameQuotes().

    Helixhorned r2946 20 Aug, 14:30
  • handle crosshairs for above/below split and regard crosshairscale.

    Helixhorned r2945 20 Aug, 14:29
  • support for above/below screen split.

    Helixhorned r2944 20 Aug, 14:28
    Show details

    To enable it, the HUD-less (maximized) screen size must be selected.

Show the other 6 commits in this build

Build 2937

19 Aug 2012 · 7 commits · 1 author SVN
Open build
  • General

    Fix two "may be used uninitialized" warnings (they can't, as far as I can see).

    Helixhorned r2937 19 Aug, 06:02 Fix
  • General

    fake multi: don't display name when aiming at opponents.

    Helixhorned r2936 19 Aug, 06:02
  • General

    Fake multi: fix display of item percentage and on/off states.

    Helixhorned r2935 19 Aug, 06:02 Fix
  • General

    Display the firsts-when-shrunk hud-weaponscaled, tweak for fake multi.

    Helixhorned r2934 19 Aug, 06:01
  • General

    Make the scuba HUD be affected by hud_weaponscale, tweak for fake multi.

    Helixhorned r2933 19 Aug, 06:01
Show the other 2 commits in this build

Build 2930

19 Aug 2012 · 14 commits · 1 author SVN
Open build
  • General

    player.c: In G_DrawTileScaled, lose bit 1024 (prior to r1658, bit 256).

    Helixhorned r2930 19 Aug, 05:59
    Show details

    I checked all direct and transitive uses of that function and am fairly confident that it is never used.

  • General

    Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.

    Helixhorned r2929 19 Aug, 05:57 CON
    Show details

    ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands using rotatesprite are ANDed with (ROTATESPRITE_MAX-1). Some of the functions use ROTATESPRITE_MAX for different internal purposes, which will not be exposed to CON now (a good thing). Also, dorotspr_handle_bit2 is made clearer.

  • General

    Clean up a couple of rotatesprite uses.

    Helixhorned r2928 19 Aug, 05:56
    Show details

    The black translucent background underneath the user map list will now be drawn with a shade 32 tile 0 instead of tile BLANK, since I've seen the latter being replaced in some mod. Also, it will look the same regardless of screen aspect.

  • General

    Restucture dorotspr_handle_bit2().

    Helixhorned r2927 19 Aug, 05:55 Fix
    Show details

    This also fixes the OSD with aspects < 4/3. I broke that, too.

  • General

    Always draw the full original status bar fully instead of in patches.

    Helixhorned r2926 19 Aug, 05:55
    Show details

    It seems like I broke the blitty/patchy way of drawing it with one of the last commits.

Show the other 9 commits in this build

Build 2916

18 Aug 2012 · 1 commit · 1 author SVN
Open build
  • General

    OpenBSD build fix from Brad Smith (plus a couple of irrelevant changes to the same file from my local tree)

    TerminX r2916 18 Aug, 21:01 Fix

Build 2915

16 Aug 2012 · 20 commits · 1 author SVN
Open build
  • rewrite special weapons cycling, don't cycle to foot.

    Helixhorned r2915 16 Aug, 14:49
  • General

    Redraw background when ud.screen_size >= 8, unconditional on ud.statusbarscale.

    Helixhorned r2914 16 Aug, 14:48
    Show details

    Classic HUD now has correct aspect in widescreen modes, so with the full status bar, there may be patches of free room left to the left and right.

  • General

    In setaspect_new, determine the aspect with {x,y}dim again except for showview.

    Helixhorned r2913 16 Aug, 14:48
    Show details

    setaspect(), which is called by setaspect_new, already uses the *dimen variables, so it's the same thing done twice. Now, a change from the original full status bar to the original mini status bar keeps the horizontal FOV again and only bumps the view a little higher, as with the classic aspect determination.

  • General

    Clear the screen first in some non-in-game places, also in classic.

    Helixhorned r2912 16 Aug, 14:48
    Show details

    Compare with revision 2584.

  • General

    Factor out Polymost's widescreen bit handling code and use it in classic, too.

    Helixhorned r2911 16 Aug, 14:48 Engine
    Show details

    This means that classic and the GL modes now look the same as far as e.g. hud_bgstretch or HUD weapons are concerned.

Show the other 15 commits in this build

Build 2895

13 Aug 2012 · 18 commits · 1 author SVN
Open build
  • CON

    in showview*, use new aspect determination if r_usenewaspect is 1.

    Helixhorned r2895 13 Aug, 11:26 CON
  • in setaspect_new, determine the aspect with {x,y}dimen instead of {x,y}dim.

    Helixhorned r2894 13 Aug, 11:26 Engine
    Show details

    That is, use the view boundries instead of the whole screen.

  • General

    Rewrite the EVENT_ANIMATESPRITES loop (G_DoEventAnimSprites calls) for clarity.

    Helixhorned r2893 13 Aug, 11:26 CON
  • General

    game.c: factor out 2 inst. of dup. code into G_DoEventAnimSprites().

    Helixhorned r2892 13 Aug, 11:26
  • General

    Hack for fake multimode/splitscreen: also draw mirrors from showview*.

    Helixhorned r2891 13 Aug, 11:26
    Show details

    See the source for why this hack is ugly.

Show the other 13 commits in this build

Build 2877

10 Aug 2012 · 6 commits · 1 author SVN
Open build
  • General

    Text-repl.: hitinfo variables -> hit, hit{sprite,sect,wall} members -> no "hit"

    Helixhorned r2877 10 Aug, 12:12 Engine
    Show details

    This makes the code rather more readable in some places. Unlike the two preceding commits, this one is actually purely textual replacement.

  • General

    Mass text replacement g_player[p].ps --> ps, part 2 (harder)

    Helixhorned r2876 10 Aug, 12:11
    Show details

    Functions affected are G_Move* in actors.c and A_Shoot in player.c. Here, the p variable had function scope, now it's redeclared in shorter blocks. I'm still relatively sure that no observable behavior was changed, though not as sure as in part 1. Also, some dead assignments and the like are eliminated.

  • General

    Mass text replacement g_player[p].ps --> ps, part 1 (the easy one).

    Helixhorned r2875 10 Aug, 12:11
    Show details

    The p variable (sometimes named differently) has short scope in all cases, so I'm almost sure that the replacements amount to an identity transformation.

  • General

    actors.c: factor out 4 instances of id. code (up to args) into nudge_player().

    Helixhorned r2874 10 Aug, 12:11
  • CON

    factor out addammo/addweapon{,var} common code, harden addweaponvar...

    Helixhorned r2873 10 Aug, 12:11 CON
    Show details

    ... against invalid weapon indices and arguments accessed from arrays/structs.

Show the other commit in this build

Build 2868

7 Aug 2012 · 2 commits · 1 author SVN
Open build
  • General

    Fix tile CAMERA1+4 being not changed to a CAMERA1 on spawn.

    Helixhorned r2868 7 Aug, 06:09 Fix
  • General

    Fix slimers not disappearing on dnmonsters cheat, display 2nd 'on' state.

    Helixhorned r2867 7 Aug, 06:08 Fix

Build 2862

2 Aug 2012 · 10 commits · 1 author SVN
Open build
  • 'bitar': rewrite ops for colon syntax, serialization, set ops.

    Helixhorned r2862 2 Aug, 03:52
  • General

    sdlayer.c: Add high-resolution timer for OS X, using mach_absolute_time().

    Helixhorned r2861 2 Aug, 03:52
  • fix build on OS X, pass LUNATIC define to build/ sources.

    Helixhorned r2860 2 Aug, 03:52 Fix
  • fix hex literal parsing on Windows, add two comments.

    Helixhorned r2859 2 Aug, 03:52 Fix
  • add 'stat' module for running statistics.

    Helixhorned r2858 2 Aug, 03:52
    Show details

    Also, rewrite the mapastats iterator and the LIZTROOP hitscan timing in terms of that.

Show the other 5 commits in this build

July 2012 18 builds · 63 commits

Build 2852

29 Jul 2012 · 2 commits · 1 author SVN
Open build
  • General

    OSX build: mighty tweak osxbuild.sh and link to LibPNG from Fink on x86_64.

    Helixhorned r2852 29 Jul, 16:35
    Show details

    The build script now has two more presets: helix and installtools (which was previously attempted after the build; untested). Also, - when detecting git, run commands such that the SVN repo isn't accessed - package kextract, kgroup and arttool into tools/ in the zip - try to exit on failure in some places, though that doesn't seem to work

  • General

    osxbuild.sh: factor out building commands and exit 1 on failure

    Helixhorned r2851 29 Jul, 16:35

Build 2850

29 Jul 2012 · 1 commit · 1 author SVN
Open build
  • on x86 GCC asm builds, fix crash with floor sprites of (x or y) size 2.

    Helixhorned r2850 29 Jul, 05:46 FixEngine
    Show details

    The idiv instruction also signals an FPE when the resulting *signed* quotient overflows, so we simply use div instead.