EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

Commits per year

Select a year to see its builds
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 2 active

Showing 110 builds · 155 commits

Export CSV
Display options
Commit details:

November 2012 5 builds · 7 commits

Build 3114

4 Nov 2012 · 3 commits · 1 author SVN
Open build
  • functionality to rotate or scale RShift-highlighted stuff smoothly.

    Helixhorned r3113 4 Nov, 15:03 Engine
    Show details

    This is done by pressing LShift and - holding down the left mouse button for scaling, or - the right mouse button for rotating the highlighted walls/sprites with respect to a pivot point determined as the center of the bounding box of all highlighted points. Note that scaling sectors isn't that easy and the current functionality is very rudimentary: there's no z scaling, no xrepeat correction, and sprites aren't touched expect for their position. The user is responsible to maintain map consistency, for example to prevent wall-lines of the same sector crossing each other.

  • when looking for matching wall in 2nd pt. ins., don't skip gray nextwalls.

    Helixhorned r3112 4 Nov, 15:03 FixEngine
    Show details

    This fixes a bug where it's not possible to split a sector under certain circumstances, reported by Micky C here: http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__138380 Also, don't allow zero in various 'F functions: Resize selection and Global {shade, visibility} divide.

Open the build to see all 3 commits

Build 3111

3 Nov 2012 · 6 commits · 1 author SVN
Open build
  • draw lines to linking sprites with LShift, jump to them with +[ or +]

    Helixhorned r3108 3 Nov, 12:32 FixEngine
    Show details

    When LShift is pressed and the mouse is over a linking sprite (as determined by the tag labeling system), lines are drawn to all other sprites, and pressing [ or ] will cycle these then. False positives and missed sprites are possible. Additional changes: - consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what matters. The original maps are inconsistent there. - When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of doing [ or ].

  • when punching loop, fade screen; tweak two messages.

    Helixhorned r3106 3 Nov, 12:32 Engine
Open the build to see all 6 commits

October 2012 1 build · 2 commits

September 2012 1 build · 1 commit

August 2012 3 builds · 6 commits

Build 2971

26 Aug 2012 · 9 commits · 1 author SVN
Open build
  • for c&p-ing map portions w/o TROR, fix wrongly resetting wall lotag/extra

    Helixhorned r2965 26 Aug, 15:10 FixEngine
  • for copy-pasting map portions without TROR, fix wrongly resetting xpanning.

    Helixhorned r2963 26 Aug, 15:08 FixEngine
    Show details

    This is really an artifact of overloading the sector fields for different uses. For copy-pasting TROR'd portions, the bug still persists.

Open the build to see all 9 commits

Build 2948

20 Aug 2012 · 11 commits · 1 author SVN
Open build
  • properly reset highlights in undo/redo.

    Helixhorned r2943 20 Aug, 14:27 Engine
  • with highlighted sectors, print rot. angle; Alt + [,]: manual angle.

    Helixhorned r2942 20 Aug, 14:26 Engine
    Show details

    Because rotating sectors "smoothly" by 1 BUILD ang will quickly accumulate roundoff error, this lets the user first do that as a preview and then use the manual angle rotation do carry it out for real.

  • use the rotatepoint code for both smooth and 90-degree sect. rotation.

    Helixhorned r2941 20 Aug, 14:26 Engine
Open the build to see all 11 commits

July 2012 1 build · 1 commit

June 2012 4 builds · 10 commits

Build 2761

13 Jun 2012 · 9 commits · 1 author SVN
Open build
  • draw a wall blue if its squared length exceeds INT_MAX (not UINT_MAX)

    Helixhorned r2759 13 Jun, 16:13 Engine
  • 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.

  • disallow joining non-adjacent sectors when expert mode is disabled.

    Helixhorned r2753 13 Jun, 16:13 Engine
Open the build to see all 9 commits

Build 2718

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

  • in textured 2D mode, make floor flipping [F] work.

    Helixhorned r2713 1 Jun, 13:09 Engine
  • In textured 2D mode, allow setting floor relativity [R].

    Helixhorned r2712 1 Jun, 13:09 Engine
    Show details

    Also factor out the code (2x) setting the alignment bits for sprites.

  • more descriptive message when flipping stuff [F], reverse w/ SHIFT.

    Helixhorned r2711 1 Jun, 13:08 Engine
Open the build to see all 8 commits

March 2012 4 builds · 4 commits

February 2012 2 builds · 3 commits

Build 2351

16 Feb 2012 · 7 commits · 1 author SVN
Open build
  • Fix extended ceiling/floor picnums taking on picnum 0 in Polymer.

    Helixhorned r2350 16 Feb, 11:25 FixEngine
    Show details

    The reason was that drawmasks(), which was where the resetting of the fake RoR textures happened under Polymer, can be called from polymer_displayrooms() when mirrors are present. I was assuming that drawmasks() was only ever called after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking was set, reset, set, reset, ... which it was not. Now, do the resetting explicitly after every drawmasks() in the editor.

  • don't use lazy tile loading with r_hightile=0.

    Helixhorned r2345 16 Feb, 11:24 Engine
Open the build to see all 7 commits

January 2012 2 builds · 3 commits

Build 2302

30 Jan 2012 · 1 commit · 1 author SVN
Open build
  • tweak dragging a single sprite so that they can be dragged 'uphill'.

    Helixhorned r2302 30 Jan, 10:25 Engine
    Show details

    The implementation uses the recently introduced updatesector_onlynextwall when setspritez fails.