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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September 2011 24 builds · 56 commits

Build 2005

4 Sep 2011 · 1 commit · 1 author SVN
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  • General

    Fix crashes on 64-bit due to unintended address truncation on ptr vars

    TerminX r2005 4 Sep, 16:06 Fix

Build 2004

4 Sep 2011 · 4 commits · 1 author SVN
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  • General

    Better handling of tsprites that are duplicated through TROR portals.

    Helixhorned r2004 4 Sep, 12:44 FixEngine
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    Specifically, now also consider the sprite tile's yoffset, and fix an issue when a tsprite got duplicated 'toward' the viewer. Also add a couple of tests in trueror1.map.

  • General

    Unbreak zip support as another means to group files. Using 16-bit integers to

    Helixhorned r2003 4 Sep, 12:44
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    hold file lengths is certainly very frownworthy.

  • General

    Prepare polymost.c for proper umost/dmost clipping of TROR passes. No real functional changes.

    Helixhorned r2002 4 Sep, 12:44 Engine
  • General

    Move the fixspritesectors call and the start sector updating into ExtPreSaveMap().

    Helixhorned r2001 4 Sep, 12:43 Engine
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    This makes the latter also correct when testing a map from the editor.

Build 2000

2 Sep 2011 · 1 commit · 1 author SVN
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  • General

    use updatesectorz instead of updatesector for the startsectnum updating when saving a map.

    Helixhorned r2000 2 Sep, 15:15

Build 1999

1 Sep 2011 · 5 commits · 1 author SVN
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  • General

    Oops...

    Helixhorned r1998 1 Sep, 12:58 Fix
  • General

    BACKSPACE key in 3D mode now deletes a red-wall link when aimed at a wall or mask.

    Helixhorned r1997 1 Sep, 12:53 FixEngine
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    With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL- BACKSPACE the downwall link. These functions are useful because the automatic nextwall determination code sometimes gets it wrong (not corrupting anything) or if you want to vertically displace a sector attached to a higher or lower level. Also add the exploding ceiling example to the TROR test map.

  • General

    Much more elegant solution to updating the player's sectnum when passing through

    Helixhorned r1996 1 Sep, 11:38 FixCON
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    TROR portals that works with a little help from updatesectorz() (change not visible from CON code). Relies only on the presence of an extension whose portal isn't blocked and also plays nicely with corner cases like being shrunk and enabling the jetpack. This should fix the upward moving platforms in WGR2.

  • General

    * game and editor: emit a warning when a search-path directory specified

    Helixhorned r1995 1 Sep, 11:37 Fix
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    on the command-line isn't found (instead of saying nothing) * editor: Move inconsistent (stat&2)/heinum detection into the corruption checker. This makes a lot of original maps spew countless 'errors', but it's preferable for new maps since such floors and ceilings could behave strangely with TROR.

  • General

    polymost.c: remove the rest of the rendmode 1 and 2 code from the build

    Helixhorned r1994 written 28 Aug 2011 Engine

August 2011 21 builds · 40 commits

Build 1993

27 Aug 2011 · 1 commit · 1 author SVN
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  • fix leak of GL query objects

    Plagman r1993 27 Aug, 21:42 FixEngine
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    In cases where performing occlusion queries for multiple red walls leading to the same sector, we would sometimes leak a number of query objects. This was apparently harmless on NVIDIA drivers, but would leak tons of memory on ATI.

Build 1992

26 Aug 2011 · 1 commit · 1 author SVN
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  • General

    weapons.con.sample: fix a potential bug modders may encounter: use the special G_Draw temp variables in G_DrawWeaponTile(_crystal) instead of the ones intended for individual drawing states

    Hendricks266 r1992 26 Aug, 22:08 FixCON

Build 1991

21 Aug 2011 · 2 commits · 1 author SVN
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  • fix sector masks translucency.

    Plagman r1991 21 Aug, 12:41 FixEngine
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    The code was using the Polymer-cached version of the sector cstat to determine the translucency of its diffuse material, meaning it would never get it right on the first try; that's what you get for having completely different variables named 's' and 'sec'.

  • Don't draw back faces of sector masks.

    Plagman r1990 21 Aug, 12:41 Engine
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    We normally enable backface culling always, but turn it off for two-sided sprites; we need to make sure it's re-enabled after that as sector masks are drawn after.

Build 1989

20 Aug 2011 · 7 commits · 1 author SVN
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  • General

    quotes don't print at all if blank

    Hendricks266 r1989 20 Aug, 16:28
  • General

    add weapons.con.sample, a direct port of the HUD display code to CON

    Hendricks266 r1988 20 Aug, 16:28 CON
  • General

    add support for the include command to names.h loaded by Mapster32, and names.h no longer requires # in front of commands for CON compatibility

    Hendricks266 r1987 20 Aug, 16:28 EngineCON
  • General

    change the help dialog to say 'demo.edm' instead of 'demo.dmo', change support for drag and drop demo files from '.dmo' to '.edm', and change the debughelp dialog to remove the reference to the removed '-nD' gamevars.txt dumping parameter

    Hendricks266 r1986 20 Aug, 16:28 CON
  • General

    gut and update enhance.con.sample

    Hendricks266 r1985 20 Aug, 16:28 CON
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Build 1982

20 Aug 2011 · 9 commits · 1 author SVN
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  • fix external view.

    Plagman r1982 20 Aug, 14:06 FixEngine
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    Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.

  • propagate lights across vertical boundaries.

    Plagman r1981 20 Aug, 14:05 Engine
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    Check all the bunch siblings if we get a floor/ceiling hit and walk them if their own planes hit.

  • add preliminary support for sector masks.

    Plagman r1980 20 Aug, 14:05 Engine
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    When walking the sectors in displayrooms, detect floor/sector masks to place them in a mask queue. The queues are allocated on the heap, but a stack pointer is maintained by the displayrooms to allow it to play nice with mirror recursion. Right now the masks are drawn after all of drawmasks is finished; that means you can see sprites and wall masks through sector masks, but not the opposite. There is a slight attempt at blending far to near, but nothing too conclusive yet; that means that in some cases some sector masks won't be visible through other sector masks, but it should work for trivial cases. The next step would be to copy all the drawmasks logic into Polymer and have it (attempt to) properly interleave sector masks where they belong in the blending order.

  • Don't draw 1-way walls twice.

    Plagman r1979 20 Aug, 14:05 Engine
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    Previously they would get counted both as 1-way walls for immediate drawing and as mask walls for delayed drawing.

  • Don't bother fogcalc()ing invisible planes.

    Plagman r1978 20 Aug, 14:05 Engine
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    Doesn't actually matter that much.

Show the other 4 commits in this build

Build 1971

18 Aug 2011 · 2 commits · 1 author SVN
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  • General

    slight tweak for software renderer sprite picking: don't pick them if they're behind a TROR portal from the current position.

    Helixhorned r1971 18 Aug, 15:01 Engine
  • General

    Make Ctrl-Alt-A also remove gray walls in the side-view mode. This makes TROR-heavy maps look much less cramped when used in conjunction with Ctrl-A.

    Helixhorned r1970 18 Aug, 15:01 Engine

Build 1969

17 Aug 2011 · 2 commits · 1 author SVN
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  • General

    Various cleanup work:

    Helixhorned r1969 17 Aug, 11:52 FixEngine
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    - fix an earlier 'oops': make highpals load correctly again - maphack lights shouldn't be double-loaded now - slight tweak to the loading screen fadein/out timing - two bound checks - make some variables static in engine.c

  • General

    Take a stab at hidden model switch handling. There are at least two ways by

    Helixhorned r1968 17 Aug, 11:52 Engine
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    which switches have been hidden in the original and user maps. One is to make it face a wall, and another is to 'embed' it in e.g. the floor, like the monitor with the burning fuse in E4L1. Both kinds show up when the switches are rendered as models, revealing the secrets that the mapper sought to hide. My proposal, implemented in this commit, is to apply a heuristic for such switches at premap and make them invisible (set cstat bit 32768). The conditions are re-checked during the game in case there is a switch coming out of the floor, for example. A new spriteext bit is used for this feature.

Build 1967

16 Aug 2011 · 1 commit · 1 author SVN
Open build
  • General

    * "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.

    Helixhorned r1967 16 Aug, 12:17 FixEngine
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    The two bugs are: - RPG projectiles don't pass through water - can't emerge from slime in bobsp2 * Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again.

Build 1966

15 Aug 2011 · 1 commit · 1 author SVN
Open build
  • General

    fix sector updating between TROR bunches, leading to 'being stuck' glitches. Difference: one character.

    Helixhorned r1966 15 Aug, 08:46 FixEngine

Build 1965

14 Aug 2011 · 1 commit · 1 author SVN
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  • General

    Fix colored fog in Polymer.

    Plagman r1965 14 Aug, 20:41 FixEngine
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    This fixes a ridiculous interaction problem between non-black fog and additive lighting passes. Plagman is stupid.

Build 1964

12 Aug 2011 · 1 commit · 1 author SVN
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  • General

    Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t

    TerminX r1964 12 Aug, 08:40 FixCON

Build 1961

10 Aug 2011 · 2 commits · 1 author SVN
Open build
  • General

    make r_usenewaspect imply NOT glwidescreen (i.e. disable r_anamorphic there, because that would be redundant). r_projectionhack is still active, but doesn't seem to do much.

    Helixhorned r1961 10 Aug, 04:58
  • General

    * fix screen warping with r_usenewaspect: now you have a larger FOV when being shrunk

    Helixhorned r1960 10 Aug, 04:47 FixEngine
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    * fix 'squishing' when taking off shrunk (the reason was TROR game code using updatesectorz) and a potential sector[-1] access