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 2013 10 builds · 26 commits

Build 3796

20 May 2013 · 4 commits · 1 author SVN
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  • prototypical gamevar serialization, currently very CON-centric.

    Helixhorned r3796 20 May, 12:31 CON
  • initialize SPRITE_HARDCODED_BADGUY on Lua state recreation, too.

    Helixhorned r3795 20 May, 12:31
  • partially implement {save,load}mapstate CON commands.

    Helixhorned r3794 20 May, 12:31 CON
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    What is missing is saving and restoring per-player and per-actor gamevars. Also add a test CON mutator 'mapstate.con'.

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Build 3792

19 May 2013 · 6 commits · 1 author SVN
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  • fix Lua->CON line translation by recreating the line info, too.

    Helixhorned r3790 19 May, 12:29 FixCON
  • conditionally compile out more code in savegame/gamevars.[ch].

    Helixhorned r3789 19 May, 12:29 CON
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    Also, make the savegame major version 2 in the Lunatic build.

  • accept any number of *.lua modules on the command line.

    Helixhorned r3788 19 May, 12:29 CON
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    There's no option letter for loading them, and the extension is checked case sensitively. Lua modules are loaded after CON translated to Lua. Also remove -testlua option.

  • back up generated LunaCON code, recreate Lua state on map entering.

    Helixhorned r3787 19 May, 12:29 CON
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Build 3736

6 May 2013 · 6 commits · 1 author SVN
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  • reading of map-text prototype.

    Helixhorned r3736 6 May, 12:43 Fix
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    Also fixes a couple of oversights (introduced) with the saving.

  • move readintostr() into defs_common.lua, fix an oversight.

    Helixhorned r3734 6 May, 12:43 Fix
  • first prototype of map-text saving.

    Helixhorned r3733 6 May, 12:43
  • make on-disk gamearray footer contain non-printable chars.

    Helixhorned r3732 6 May, 12:43 CON
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    Also, allow writing userdefs[].auto_run.

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April 2013 5 builds · 13 commits

Build 3660

9 Apr 2013 · 4 commits · 1 author SVN
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  • new-generation map format, in-memory representation ("map-int VX").

    Helixhorned r3658 9 Apr, 10:35 Engine
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    The Lunatic build compiles with new structures for sector and wall types. They have separate members for TROR {up,down}{bunch,nextwall}, so there are no conflicts with other uses of members into which they were previously shoehorned. Also, the maximum bunch limit is bumped to 512 in that build. Currently, loading from V7/8/9 and saving to V7 and V8 are supported.

  • move utility scripts to util/, bittest.lua -> test/test_bitar.lua.

    Helixhorned r3657 9 Apr, 10:35
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Build 3656

9 Apr 2013 · 1 commit · 1 author SVN
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  • fix stuff after last commits; translator: clean up -f parsing code.

    Helixhorned r3656 9 Apr, 10:34 FixCON
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    Also, implement 'cmenu' in LunaCON, make 'definequote' also allowed as inner command.

Build 3653

7 Apr 2013 · 5 commits · 1 author SVN
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  • replace DukePlayer_t set-member methods with metatable magic.

    Helixhorned r3653 7 Apr, 08:20 Engine
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    So that members needing it are checked when they're assigned to using the usual syntax. What kind of check to perform (sector, player, ... x whether negative values are allowed) is written in a declarative fashion inside the C declaration. Also, make Lunatic's MAXQUOTES be C's OBITQUOTEINDEX and bound-check an access of sprite[p->wackedbyplayer] in the C code.

  • get rid of some now unneeded set-member methods, add others.

    Helixhorned r3652 7 Apr, 08:20
  • access to show2dsector[], fix some permit-negative bound checks.

    Helixhorned r3650 7 Apr, 08:20 Fix
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Build 3648

5 Apr 2013 · 10 commits · 1 author SVN
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  • gen. cleaner code, make actor[].movflag internal, update listglobals.sh

    Helixhorned r3646 5 Apr, 10:53 CON
  • custom integer types treated as bitfields.

    Helixhorned r3643 5 Apr, 10:53 Engine
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    Used for engine struct's (c)stat and actor[].flags members.

  • begin gamevar system. Not much there yet.

    Helixhorned r3642 5 Apr, 10:53 CON
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    In Lunatic, gamevars (variables that are saved with savegames) are per-module.

  • make palette_t a bcarray-generated type, various tweaks.

    Helixhorned r3641 5 Apr, 10:53
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    - Increase LuaJIT max. machine code limit to 10 MiB

  • ifsquished.

    Helixhorned r3640 5 Apr, 10:52 CON
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March 2013 9 builds · 20 commits

Build 3631

31 Mar 2013 · 4 commits · 1 author SVN
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  • chaining of actor callback functions.

    Helixhorned r3629 31 Mar, 11:58
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    For events and actors, a flag can be now passed whether to chain the new function at the beginning or end of an already existing one, or to replace it entirely. Also, for the translator, add option -fno-error-nostate, disabled by default.

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Build 3601

24 Mar 2013 · 9 commits · 1 author SVN
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  • simplify RETURN handling, make its behavior across events same as C-CON.

    Helixhorned r3601 24 Mar, 11:54 CON
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    There's only one RETURN value on the C side (g_RETURN), which is also referenced from Lua. Upon entering an event, its value takes on the per-event default one, and its value when the event code finishes is passed back to the game. Independently of that, its value is always saved and restored across event calls.

  • add LuaJIT's 'dump' module, printing traced bytecode, IR and mcode.

    Helixhorned r3600 24 Mar, 11:54
  • actor usertypes from CON, set SFLAGs as 2nd gameactor() arg in Lua.

    Helixhorned r3597 24 Mar, 11:53 FixCON
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    In passing, fix a couple of omissions: gameactor() being passed nil's in the middle, more than one moveflag to CON *actor.

  • make some variables local, fix some bugs found using listglobals.sh.

    Helixhorned r3596 24 Mar, 11:53 Fix
  • fix weapondata_t read access, Lua->CON line mapping for if* commands.

    Helixhorned r3595 24 Mar, 11:53 FixCON
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Build 3592

21 Mar 2013 · 4 commits · 1 author SVN
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  • make ivec3 and dvec3 types share same metatable, orthogonalize API.

    Helixhorned r3591 21 Mar, 03:20
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    Specifically, remove ivec3's blen1() method and add from/to BUILD coordinate (z scaled by 16) conversion methods.

  • slightly cleaner weapondata_t access.

    Helixhorned r3590 21 Mar, 03:20
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    Also, for the embedded translator: don't warn on unrecognized command line opt.

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Build 3566

15 Mar 2013 · 8 commits · 1 author SVN
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  • allow indexing some weapon/inventory arrays with their names.

    Helixhorned r3564 15 Mar, 09:56
  • g_tile access, rudimentary system gamearray support for the translator.

    Helixhorned r3562 15 Mar, 09:56 CON
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    The only operation for which proper code is generated is reading a single value from a system gamearray.

  • spritesof{stat,sect} iterators that allow deletion inside the loop.

    Helixhorned r3560 15 Mar, 09:56 Engine
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    Also, - an optimization for sprite[]:setpos(). Calls to get_sprite_index() seem to be pretty slow (at least when they're not compiled). - add getzrange to the dynsymlists

  • correct SFLAG_* and actor_t definitions.

    Helixhorned r3559 15 Mar, 09:55
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February 2013 9 builds · 17 commits

Build 3533

28 Feb 2013 · 4 commits · 1 author SVN
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  • fixups and debugging helpers.

    Helixhorned r3530 28 Feb, 09:30 Fix
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    - add LuaJIT's 'v' module printing trace info - translator: fix game function name definitions - revert math.fmod -> math.modf, they are different! - disable JIT compilation for a function we're getting strange crashes with - Make some of DukePlayer_t's members 'bool' on the Lua side. It's way too easy to write something like "ps.jetpack_on" where "ps.jetpack_on~=0" was meant. [Background: Kyle873 observed that Duke was always floating.] - Error out if looping in our_module(). I find this behavior more logical than returning true. - fix a couple of missed FORBID variables

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