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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March 2016 3 builds · 3 commits

February 2016 1 build · 1 commit

September 2015 1 build · 1 commit

July 2015 2 builds · 2 commits

February 2015 1 build · 1 commit

June 2013 2 builds · 3 commits

Build 3898

22 Jun 2013 · 5 commits · 1 author SVN
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  • consider a point inside() a sector in all border cases (literally).

    Helixhorned r3898 22 Jun, 04:31 Engine
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    In other words, for a test rectangular sector, a sprite would be inside the sector in on all 4 edges and all 4 corners. Previously, it would have been the lower right portion only (*excluding* LL and UR corners), which led to map editing issues.

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Build 3883

13 Jun 2013 · 8 commits · 1 author SVN
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  • remove preceding assertion failure, continue loop then instead.

    Helixhorned r3878 13 Jun, 10:11 Engine
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    Interestingly, that test case then appears to be drawn fully. Heh. Also, move one clamp from r1874 one up in the data flow chain. Doesn't seem to break textured overhead map view with Last Pissed Time.

  • make fillpolygon() more readable with the usual code transformations.

    Helixhorned r3877 13 Jun, 10:10 Engine
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    Also add an assertion that currently sometimes fails when zooming in too much in Mapster32 textured 2D mode. Example: DNF's LADYKILLR.MAP at (46000,-14000).

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May 2013 1 build · 1 commit

April 2013 3 builds · 3 commits

Build 3712

25 Apr 2013 · 4 commits · 1 author SVN
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  • auto-detect LameDuke's PALETTE.DAT and read tables accordingly.

    Helixhorned r3709 25 Apr, 14:10 Engine
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    LameDuke's shade table has 32 gradients of shade, like Duke3D. For the translucency table though, only the diagonal + one half is stored because it's symmetric (50/50 translucency).

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Build 3701

21 Apr 2013 · 8 commits · 1 author SVN
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  • stricter map load time checking for sprites with oob sectnums.

    Helixhorned r3696 21 Apr, 12:55 FixEngine
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    Sprites are now considered to have out of bounds sector numbers if it is < 0 or >= numsectors (not merely >= MAXSECTORS). If such a sprite is now encountered during post-load, an attempt is made first to assign it a sector number (using updatesector()). If that fails, the sprite is removed from the map. The background is that a dozen of maps do come with such sprites and could previously corrupt the sprite list when loaded.

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March 2013 2 builds · 3 commits

Build 3605

24 Mar 2013 · 4 commits · 1 author SVN
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  • fix assertion failure with overlong walls in rintersect().

    Helixhorned r3605 24 Mar, 11:55 FixEngine
  • return early with 0 from cansee() if either sector is >= MAXSECTORS.

    Helixhorned r3603 24 Mar, 11:55 EngineCON
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    Previously, only the <0 condition was checked. However, the passed sectnums could be >= MAXSECTORS (at least in C-CON), for example when issuing 'canseespr' on a sprite not in the game world.

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January 2013 2 builds · 2 commits

Build 3366

2 Jan 2013 · 4 commits · 1 author SVN
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  • fix a possible crash with texel-hitscan.

    Helixhorned r3364 2 Jan, 14:33 FixEngine
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    Reproduced as follows (assuming all tiles have texel-hitscan for simplicity): In E2L5, shoot the opening switch with the shotgun, aiming for the border. The crash occurs because the *other*, depressed switch tile isn't yet loaded when we index into its tile storage. Dereferencing 0+small number == BAD!

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August 2012 1 build · 1 commit

March 2012 1 build · 1 commit

February 2012 1 build · 1 commit

Build 2373

20 Feb 2012 · 8 commits · 1 author SVN
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  • make neartag accept a sprite-blacklist function and use it in sector.c.

    Helixhorned r2373 20 Feb, 11:54 EngineCON
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    Internally, the last argument to neartag is now a pointer to a function int32_t (*blacklist_sprite_func)(int32_t i), which is supposed to return 1 if sprite[i] should NOT be considered for hitting. This is now used in the hard-coded neartag() calls in sector.c, but not in any way in CON (there's neither a C blacklist function provided, nor is there a possibility to define one in CON). There, all sprites with picnums >=1 and <=10 (i.e. the effectors) will be blacklisted. This remedies problems where such sprites would get in the way of switches. Note that a whitelist approach (only consider a predefined set, namely those picnums which will be checked afterwards) has back-compatibility implications since people may have used e.g. lotagged window sprites to cover a switch. Also, the >=1 to <=10 range is [sic] (the static, not dynamic values are used), since anyone redefining effector picnums is clearly out of their mind.

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