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 2013 10 builds · 14 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.

  • General

    engine.c: apply "usual readability transformations" on inside() and comment it.

    Helixhorned r3897 22 Jun, 04:31 Engine
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    The main thing to note is the "half-open" nature of the x/y range checks.

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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).

  • fix construction of *_crash.map file name in crash handler.

    Helixhorned r3876 13 Jun, 10:10 FixEngine
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Build 3846

1 Jun 2013 · 7 commits · 1 author SVN
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  • sector[].ceiling/.floor gets a reference to a ceiling-or-floor struct.

    Helixhorned r3844 1 Jun, 13:09 Engine
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    Also, make sector[].*stat a bitint type. Now, a piece of code could look like this: local sec = sector[i] local ceil = sec.ceiling ceil.statx:flip(sector.STAT.SMOOSH)

  • General

    Lunatic/classic: in TROR maps (V10), enable non-power-of-two wall drawing.

    Helixhorned r3841 1 Jun, 13:09 FixEngine
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    Also, fix clearing a bunch in new-format-map (=Lunatic) build.

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May 2013 9 builds · 23 commits

Build 3813

24 May 2013 · 10 commits · 1 author SVN
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  • implement dragpoint, clipmove*; fix gamearray serialization.

    Helixhorned r3812 24 May, 06:54 FixEngineCON
  • don't extern 'clipmovetraceboxnum', add a new func. clipmovex() instead.

    Helixhorned r3811 24 May, 06:54 Engine
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    The 'x' is for "extended", since its last arg is a switch of whether to disable sliding. Use that from gameexec.c.

  • General

    For DNCOORDS display, add current sprite count and #inserted sprites / last sec.

    Helixhorned r3808 24 May, 06:54 Engine
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    Only in debugging builds.

  • Add -Wall option and sector[].*bunch, warn on some NYI gamevar flags.

    Helixhorned r3804 24 May, 06:54 EngineCON
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Build 3780

16 May 2013 · 7 commits · 1 author SVN
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  • when 3D-inserting sprite higher than z extent, position at floor...

    Helixhorned r3780 16 May, 14:54 Engine
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    ... when aiming at the floor.

  • fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)

    Helixhorned r3779 16 May, 14:54 FixEngine
  • General

    engine.c: add tile offset debugging code guarded by DEBUG_TILEOFFSETS.

    Helixhorned r3777 16 May, 14:54 Engine
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    Also, update test_tileoffsets.map with a new 'dimension': cstat 128 (sprite centering). It has an issue in Polymer marked with a silver D.

  • fix floor sprites with y flipping by removing special-case code.

    Helixhorned r3776 16 May, 14:54 FixEngine
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    This fixes the case marked with the silver letter C in test_tileoffsets.map. The orientation of the sprites is correct (matches classic) as far as I can see, there are now only problems with translation.

  • rewrite sprite x/y flipping so that data flow is explicit.

    Helixhorned r3775 16 May, 14:54 Engine
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    Also, add some defines for sprite cstats to build.h (SPR_*) and use them.

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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.

  • General

    Mapster32 corruptcheck: on nextsector/nextwall oob, suggest making wall white.

    Helixhorned r3745 10 May, 05:31 FixEngine
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    ... in the auto-correction. Also, - make two similar corruptions level 5 (wallptr oob, wallptr+wallnum oob). - in drawscreen_drawwall(), do a more strict bound check, not only >=0.

  • General

    Mapster32 corruptcheck: if some members out of MAX bounds, signal level 5.

    Helixhorned r3744 10 May, 05:31 FixEngine
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April 2013 10 builds · 24 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 3704

22 Apr 2013 · 3 commits · 1 author SVN
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  • General

    a.m32: add user variable 'override_basepal'.

    Helixhorned r3704 22 Apr, 03:35 Engine
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    Set it to >=0 to override the base palette (water, slime, ...) in 3D mode. This can be useful to navigate Lameduke's underwater sections, since its LOOKUP.DAT only contains 8 lookup tables, but no other *base* palettes. Consequently, base palettes >=1 will make the whole screen black when Lameduke's LOOKUP.DAT is loaded into EDuke32 or Mapster32.

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Build 3701

21 Apr 2013 · 8 commits · 1 author SVN
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  • General

    Classic drawmasks(): if sprite is on other side of maskwall, always draw it first.

    Helixhorned r3701 21 Apr, 12:55 FixEngine
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    This fixes the bug reported here: http://forums.duke4.net/topic/5340-bug-with-masked-walls/page__view__findpost__p__123233 But I haven't checked the change for any adverse effects.

  • General

    engine.c: stylistic tweaks of drawmasks().

    Helixhorned r3700 21 Apr, 12:55 Engine
  • in tsprite access, fix checking min/max/RO; tweak RESPAWN preview.

    Helixhorned r3699 21 Apr, 12:55 FixEngineCON
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    This fixes RESPAWN preview wrongly clamping the previewed tsprite z coords to [-524288 .. 524288] (x/y limits). Also, make the previewed tsprites be 33% translucent with the option of 66% translucency by setting 'showrespawn_fulltrans' to 1 in a.m32.

  • 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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