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 2012 22 builds · 79 commits

Build 2776

21 Jun 2012 · 2 commits · 1 author SVN
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  • General

    Fix a single usage of S_IREAD instead of our BS_IREAD compatibility version

    TerminX r2776 21 Jun, 12:48 Fix
  • General

    Fix useless "No error" message when loading palette.dat fails, change file casing in error message for failing to load tables.dat to reflect the filename actually passed to kopen4load().

    TerminX r2775 21 Jun, 12:47 Fix

Build 2774

20 Jun 2012 · 3 commits · 1 author SVN
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  • General

    Relative-aligned non-flipped ceiling/floor texture alignment ([;]+[ENTER])

    Helixhorned r2774 20 Jun, 13:55
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    Flipped reference ceilings/floors aren't handled correctly yet.

  • Fix tweaking TROR wall links when flipping sectors ([X], [Y]).

    Helixhorned r2773 20 Jun, 13:54 FixEngine
    Show details

    This was actually broken all the time except when ALL sectors were selected (which was what I tested incidentally when I wrote the first "fix"). D'oh!

  • General

    Fix a drawing glitch with mirrors and TROR in classic.

    Helixhorned r2772 20 Jun, 13:54 Fix

Build 2769

17 Jun 2012 · 8 commits · 1 author SVN
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  • General

    Add samples/r_usenewshading.map.

    Helixhorned r2769 17 Jun, 12:45
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    This is to the cvar of the same name as samples/aspect.map is to r_usenewaspect.

  • General

    polymost.c: make polymost_checkcoordinates() static

    Helixhorned r2768 17 Jun, 12:45 Engine
  • display zero-length walls as level-3 corruptions.

    Helixhorned r2767 17 Jun, 12:45 FixEngine
  • General

    gamedef.c: some bound tweaks

    Helixhorned r2766 17 Jun, 12:45
  • General

    Lunatic translator: ai/move/action.

    Helixhorned r2765 17 Jun, 12:45
    Show details

    This exposes some problems in the default/in-the-wild CONs. As usual, we'll have to retrofit sensible semantics :rolleyes:.

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Build 2761

13 Jun 2012 · 9 commits · 1 author SVN
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  • General

    Integer Overflow Offensive, First Act: rintersect, hitscan, neartag.

    Helixhorned r2761 13 Jun, 16:13 FixEngine
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    It's time to replace some int32s with 64-bit ints in core engine functions. The problem is that for example, the dot product is taken between vectors that may be the difference between two arbitrary points in a sector, so even if one sticks to the "no blue walls" rule, that doesn't guarantee freedom from overflows.

  • don't attempt to draw sprite with void tile, preventing div-by-0s later

    Helixhorned r2760 13 Jun, 16:13 Engine
  • draw a wall blue if its squared length exceeds INT_MAX (not UINT_MAX)

    Helixhorned r2759 13 Jun, 16:13 Engine
  • General

    Fix a div by zero in polymost_internal_nonparallaxed.

    Helixhorned r2758 13 Jun, 16:13 Fix
  • fix a div by zero when drawing tile info for void tile in 3D mode.

    Helixhorned r2757 13 Jun, 16:13 FixEngine
    Show details

    This was exposed by Clang with -ftrapv, which apparently also traps those.

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Build 2751

10 Jun 2012 · 6 commits · 1 author SVN
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Build 2745

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

    gameexec.c: factor out stuff, make code more readable overall.

    Helixhorned r2745 7 Jun, 10:38
  • don't attempt drawing sprites with (cstat&48) == 48 that aren't voxels.

    Helixhorned r2744 7 Jun, 10:37 EngineCON
    Show details

    Bang! One more invalid internals exposure squashed. Maybe one day we'll be able to call EDuke32 "stable"... Actually the offending sprite IS drawn as face sprite with shade 32 and xrepeat and yrepeat 255 for the convenience of the CON coder who will have to debug it.

Build 2743

6 Jun 2012 · 1 commit · 1 author SVN
Open build
  • General

    Fix MSVC build error caused by the use of a C99 feature (that should have been added to the compiler about 13 years ago)

    TerminX r2743 6 Jun, 19:59 Fix

Build 2742

6 Jun 2012 · 2 commits · 1 author SVN
Open build
  • General

    Silence "number greater than INT32_MAX converted to a negative one" warning.

    Helixhorned r2742 6 Jun, 15:03
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    Literals written out as if they were unsigned and having the highest-order bit set are all too ubiquitous, like hitscan masks for example.

  • General

    TROR/classic: same fix as r2739, intersecting case.

    Helixhorned r2741 6 Jun, 15:03 Fix

Build 2740

5 Jun 2012 · 2 commits · 1 author SVN
Open build
  • General

    engine.c: cleanup / readability tweaks

    Helixhorned r2740 5 Jun, 15:21 Engine
  • General

    TROR/classic: fix a certain class of underdraw glitches.

    Helixhorned r2739 5 Jun, 15:21 FixEngine
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    Those were happening when wall drawing in an upper/lower layer "closed" too much of the "curtain" (umost/dmost) for subsequent drawing in that portal. Example: looking down the sewer manhole at the beginning of Retaliation will now render without HOM.

Build 2737

3 Jun 2012 · 8 commits · 1 author SVN
Open build
  • net

    do strtok on a duplicated string containing the address in Net_Connect().

    Helixhorned r2737 3 Jun, 12:20
    Show details

    Also, - don't strip const when passing the char ptr to it and a couple more instances in game.c - use g_netPort when -connect parameter doesn't have a port suffix (":XXXX"), so that e.g. eduke32 -port 1700 -connect localhost is the same as eduke32 -connect localhost:1700 (-port must come before -connect, unfortunately.)

  • net

    second part of buffer overflow check correction.

    Helixhorned r2736 3 Jun, 12:20 Fix
    Show details

    This was supposed to go into the last commit, but I did git commit --amend without adding the changes to the index. Now I'm too lazy to sort things out.

  • net

    correct packet buffer overflow checks.

    Helixhorned r2735 3 Jun, 12:20 Fix
    Show details

    The GAMESTATE one has to be carried out twice, first on the data from xd3_encode_memory, and then with the compressed data (because it might have increased in size, though this is very unlikely). The MOVE check is similar, though there, failure of the first check implies corrupt memory (which is why we're Bassert'ing that condition). Currently, the overflow on GAMESTATE sending happens when switching to a different map.

  • net

    remove (char *) casts where they amount to no-ops.

    Helixhorned r2734 3 Jun, 12:20
  • General

    Fix a "set but not used warning" in xdelta3.c, revert definition of XD3_ASSERT.

    Helixhorned r2733 3 Jun, 12:20 Fix
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Build 2729

3 Jun 2012 · 5 commits · 1 author SVN
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  • General

    Prevent the reserved cheats from displaying a finished time and from clobbering personal map time records.

    Hendricks266 r2729 3 Jun, 09:12
  • General

    Massive menu input control revamp/cleanup/factor. (added: input.[ch])

    Hendricks266 r2728 3 Jun, 09:11
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    New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.

  • General

    Bump MAXLEVELS to 64, per user request.

    Hendricks266 r2727 3 Jun, 09:10
  • General

    The handling for grp, con, and def filenames has been massively cleaned up and factored into common.c. A new header, common_game.h, was created because common.h was placed in build/include (see r2542) and we need a common header for things that strictly should not be in the engine. RTS file names were also improved but some of the patterned changes were already made in r2420, and they were not factored because they are strictly part of the game, not the editor.

    Hendricks266 r2726 3 Jun, 09:09 Engine
    Show details

    NAM and Napalm can now share their con, def, and rts files if the one for their respective game is not present because the con and rts files are identical. Also, decapitalize two string literals missed in r2540.

  • General

    Incorporate some use of Bfflush(NULL) in hopes to alleviate Wii configuration saving concerns.

    Hendricks266 r2725 3 Jun, 09:08

Build 2724

3 Jun 2012 · 4 commits · 1 author SVN
Open build
  • pack actor/move parameters into t_data, which is enlarged to 14 elements.

    Helixhorned r2724 3 Jun, 08:46
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    (LUNATIC build only.) Also, a minor problem is identified. sizeof(actor_t) is 124 on 64-bit platforms, while the expected size is 128 bytes. This needs to be corrected whenever the next savegame version bump happens.

  • General

    In G_GameExit, rename arg 't' to 'msg' for (slightly) easier grepping of t_data etc.

    Helixhorned r2723 3 Jun, 08:46
  • one const char * --> char *, since we alloc/free it.

    Helixhorned r2722 3 Jun, 08:46
  • General

    Rename LUNATIC_ENABLE macro to just LUNATIC.

    Helixhorned r2721 3 Jun, 08:45

Build 2720

1 Jun 2012 · 2 commits · 1 author SVN
Open build
  • General

    Replace a couple uses of S_IREAD with our platform-aware BS_IREAD

    TerminX r2720 1 Jun, 17:02
  • General

    Replace a few "#ifdef GEKKO" statements added for the Wii port with "#ifdef HAVE_VORBIS" like they should have been in the first place. Allows jaudiolib to build without Ogg support on platforms other than the Wii if desired.

    TerminX r2719 1 Jun, 17:01

Build 2718

1 Jun 2012 · 8 commits · 1 author SVN
Open build
  • General

    For me (helixhorned), do SDL_WarpMouse even in debugging builds again.

    Helixhorned r2718 1 Jun, 13:09
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    This introduces a Makefile variable EDUKE32_MY_DEVELOPER_ID, which is expected to come from the environment, so that minor disagreements/ preferences can be handled -- don't let it go overboard though! -- to keep the working directory clean of stuff that one doesn't actually work on. My ID is 805120924, i.e. "helix".

  • General

    M32 auto-aligner: calculate panning for non-firstwall-aligned ceilings/floors.

    Helixhorned r2717 1 Jun, 13:09 Engine
    Show details

    Also, print failure messages on some occasions.

  • keep the temp sector on some more occasions that don't delete them.

    Helixhorned r2716 1 Jun, 13:09 Engine
  • Part 1 of ceiling/floor auto-alignment functionality.

    Helixhorned r2715 1 Jun, 13:09 Engine
    Show details

    Usage is from 3D mode only. When a sector (or wall) is committed to the clipboard, it (or the wall's sector) is saved, and is subsequently used when auto-aligning [;-ENTER] another sector's ceiling or floor against the reference one's. This temp. sector is reset on any structurally modifying operation except setting first walls; also, aligning extended ceilings or floors is impossible as they use .*xrepeat internally. The auto-alignment does not change picnums (this can be accomplished with the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the alignee. Afterwards, if the reference is relative-aligned, it tweaks them, so that every case where the two firstwalls are either parallel or perpendi- cular is handled correctly. It does not yet calculate the panning values.

  • General

    Throw a commented #define DEBUG_TEXTURE_NAMES into glbuild.h.

    Helixhorned r2714 1 Jun, 13:09
    Show details

    This is so that people know where to enable it. One day, all these debugging switches ought to go into the Makefiles in one form or another.

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May 2012 32 builds · 89 commits

Build 2710

29 May 2012 · 6 commits · 1 author SVN
Open build
  • fix one stack index, comment on a problem with ffi.C access.

    Helixhorned r2710 29 May, 13:01 Fix
  • General

    A couple of minor fixes and comments that got accumulated in my tree.

    Helixhorned r2709 29 May, 13:01 Fix
  • General

    Makefile.shared: don't link with libsupc++ on linux.

    Helixhorned r2708 29 May, 13:01
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    It works perfectly fine without it for me, and including it for no reason is just an annoyance to other people building from source.

  • General

    Introduce two convenient sprite iteration macros in build.h, add a few uses.

    Helixhorned r2707 29 May, 13:01 Engine
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    Defines SPRITES_OF(Statnum, Iter) and SPRITES_OF_SECT(Sectnum, Iter) [The first is so that STAT_* can be substituted for Iter and it reads nicely.] Usage should be self-explanatory, but one thing to keep in mind is that the sprites that are iterated over MUST NOT be deleted.

  • General

    In CON showview, if drawing off-screen, clear the view with pal 0 and bail out.

    Helixhorned r2706 29 May, 13:01 FixCON
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    This fixes the glitches/corruption whereever showview is used from EVENT_DISPLAYROOMS while the scene is actually rendered to a tile instead of the frame buffer, for example because we have a tilted view or "pixel doubling" enabled. Fixing it for real (i.e. so that the showview actually completes) will require more effort.

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Build 2704

28 May 2012 · 3 commits · 1 author SVN
Open build
  • General

    On Windows, check file name case with 'sound' and 'music' CON commands.

    Helixhorned r2704 28 May, 11:15 CON
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    This is done by kopen4loadfrommod'ing and immediately closing the file (since the checker is still run from there when not ingame). On my system, times were like 0.12 ms, 0.2 ms and 0.5 ms for each openfrompath/findfrompath, openfrompath/Bopen and SHGetFileInfo respectively, so it shouldn't have a too noticable impact on initial loading times.

  • General

    In kopen4loadfrommod, don't try g_modDir if it's the default "/".

    Helixhorned r2703 28 May, 11:15
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    I experienced the following on Windows XP: a few openfrompath() --> findfrompath() calls were taking enormously long (4.5 secs) to complete, having been passed a file name like "//bla/qwe.asd". My guess is that Windows then tried to interpret these as a network FS path in access(), and the 4.5 secs represents a timeout value.

  • General

    Only check file name case when not in-game; don't warn for ALLUPPER or alllower.

    Helixhorned r2702 28 May, 11:15
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    The first means that the expensive (~0.5 ms) SHGetFileInfo() calls won't inter- fere with smooth gameplay, but files that are opened only at game-time like sounds won't be checked. The second means that there are now less false positives, i.e. warnings about files that would be found due to the check-all-{upper,lower} hack.