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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Showing 2013 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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November 2013 1 build · 1 commit

October 2013 1 build · 2 commits

Build 4125

28 Oct 2013 · 5 commits · 1 author SVN
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  • save r_usetileshades and r_pr_artmapping with mapster32.cfg.

    Helixhorned r4123 28 Oct, 14:26 Engine
  • take initial map file name from ExtPreInit()->G_CheckCommandLine().

    Helixhorned r4121 28 Oct, 14:26 Engine
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    Instead of directly in build.c:app_main(). Previously, it was possible that an argument to an option, e.g. "WGR2" with "-game_dir WGR2", would get interpreted as the initial map to load. This in turn would attempt to execute WGR2.cfg as sequence of OSD commands -- where that file is an EDuke32 config file instead! Now: maps are passed without any options, e.g. "mapster32 [opts...] debug.map". The map file name is not added to the "additional parameters" for map testing.

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August 2013 3 builds · 3 commits

Build 4036

23 Aug 2013 · 8 commits · 1 author SVN
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  • after auto-inserting inner sector, change sectnums for sprites now in it.

    Helixhorned r4033 23 Aug, 10:01 Engine
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    (Auto-insertion of an inner sector from a loop happens either because the loop is created in an extended sector, or because it has been punched through a ceiling/floor into the upper/lower neighbor sector.)

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Build 4026

19 Aug 2013 · 2 commits · 1 author SVN
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  • allow inserting point on wall line even if a sprite is highlighted.

    Helixhorned r4026 19 Aug, 12:27 Engine
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    Note: the wall line will not light up periodically, but point insertion will be possible nontheless. A bit inconsistent, but I didn't want to do a full analysis of which side effects allowing a sprite highlight and a line highlight to coexist at the same time would have.

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Build 4017

12 Aug 2013 · 16 commits · 1 author SVN
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  • Clean up "show height indicators" mode.

    Helixhorned r4007 12 Aug, 08:18 Engine
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    - For setting 1, don't draw them for red walls whose sector floors have equal height. - Make setting 1 the default, because I consider drawing them for such walls (and white walls) noise (as opposed to information). The "verbose" setting 2 is still available.

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June 2013 1 build · 1 commit

May 2013 3 builds · 4 commits

Build 3748

10 May 2013 · 6 commits · 1 author SVN
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  • make 'corruptcheck tryfix ?' (or '??') not require c. number range.

    Helixhorned r3747 10 May, 05:31 FixEngine
  • for some nextwall/nextsector corruptions, suggest making wall white.

    Helixhorned r3746 10 May, 05:31 FixEngine
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    Selected by writing e.g. 'corruptcheck tryfix 1-14 ??' in the console. Like with the first alternative, the corruption numbers / range (here, 1-14) must be given.

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April 2013 2 builds · 3 commits

Build 3701

21 Apr 2013 · 8 commits · 1 author SVN
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  • in quick tile selection [G], if tile is nonexistent, revert it.

    Helixhorned r3698 21 Apr, 12:55 FixEngine
  • tweak the 'loaded map' message a bit.

    Helixhorned r3697 21 Apr, 12:55 FixEngine
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    - colorize the trailing part if there is corruption or (new) if sprites were removed - also corrupt-check when loading <V7 map - move start{pos,ang,sectnum} to build.c - remove pointless ...[].extra = -1 before loading map, scantoasc*[] comment

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March 2013 2 builds · 2 commits

February 2013 2 builds · 2 commits

Build 3509

19 Feb 2013 · 1 commit · 1 author SVN
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  • add "movement by one" debugging functionality via a.m32.

    Helixhorned r3509 19 Feb, 12:35 FixEngineCON
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    If m32script gamevar "move_by_one" is nonzero, the some keys move the "player arrow" by increments of 1: - Without SHIFT: LEFT/RIGHT absolute x, DOWN/UP absolute y, A/Z absolute z. - With SHIFT: DOWN/UP (unbounded!) horiz, LEFT/RIGHT angle. This can be useful to debug renderer bugs that show a high sensitivity to the exact location ("are transient in space").

Build 3452

1 Feb 2013 · 6 commits · 1 author SVN
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  • RESPAWN-preview coded in M32-script.

    Helixhorned r3447 1 Feb, 05:05 FixEngineCON
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    The m32script variable 'showrespawn_always' toggles whether the respawned picnum is shown unconditionally instead of only when aimed at (and locked onto the RESPAWN sprite) in 3D mode. Cool idea by Micky C. NOTE: sometimes doesn't work because of a bug in the m32script interpreter.

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January 2013 4 builds · 7 commits

Build 3398

16 Jan 2013 · 5 commits · 1 author SVN
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  • add cvar/mapster32.cfg option "keeptexturestretch".

    Helixhorned r3398 16 Jan, 12:38 Engine
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    If enabled, dragging wall vertices will correct the xrepeat after the mouse button is released, so that the pre-drag absolute stretching is restored.

  • slightly rework code for setting/querying some cvars.

    Helixhorned r3397 16 Jan, 12:38 Engine
  • more or less fix the auto wall-alignment feature ([.]/[,]).

    Helixhorned r3396 16 Jan, 12:38 FixEngine
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    - Run it twice, since the first one is wrong. - Warn when attempting to align based on a top-oriented wall. When the sequence of walls to align has "windows", only the bottom parts will be correct. - Make the modifiers actually useful: * Pressing SHIFT aligns at most one wall, remove the old CTRL modifier. * The rest is as before: ALT makes the walls have (approximately) equal texture stretching, ['] (quote) aligns the immediate TROR-nextwalls.

  • don't show wall length of *line* highlight when dragging points.

    Helixhorned r3395 16 Jan, 12:38 Engine
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    Also, factor out 2x dup'd code of insertsprite() into do_insertsprite() and add searchwall-displaying code into package/samples/a.m32.

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