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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January 2013 10 builds · 19 commits

Build 3428

23 Jan 2013 · 5 commits · 1 author SVN
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  • General

    Rework hardcoded BADGUY sprite flag initialization (i.e. amend r3257).

    Helixhorned r3426 23 Jan, 11:36 FixEngine
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    Use a new flag to mark hard-coded enemies, not SPRITE_BADGUY. This fixes an issue where in E1L4, a pigcop would appear in the area you have to crawl under shrunk. Thanks to LLCoolDave1 for pinpointing the range of relevant revisions.

  • fix cycling to the next link sprite with LShift+"]", tweak message.

    Helixhorned r3424 23 Jan, 11:36 FixEngine
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Build 3404

17 Jan 2013 · 6 commits · 1 author SVN
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  • in texel-hitscan wall-aligned sprites, consider engine-side animation.

    Helixhorned r3404 17 Jan, 13:59 Engine
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    Whether a sprite is considered for texel-hitscan is determined on the base tile number, not the individual animated tile numbers.

  • General

    polymost.c: factor out 2x dup'd code into get_projhack_ratio().

    Helixhorned r3401 17 Jan, 13:59 FixEngine
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    One use was in determining the ray vector for the mouse-aiming hitscan in the editor. Unfortunately, the change doesn't make it any less broken in Polymost, even if the two instances were out of sync.

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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.

  • General

    Replace dragpoint()'s "dragpoint_noreset" global with a "flags" argument.

    Helixhorned r3394 16 Jan, 12:38 Engine
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    Also, add another flag, signifying that from the editor, also the "lastwall"s (i.e. the CCW-linked points) should get collected. This is to signal the editor that their wall lengths should be displayed, too.

Build 3387

8 Jan 2013 · 5 commits · 1 author SVN
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  • General

    polymost.c: a couple of {tex,mem}cache cleanups / fixes.

    Helixhorned r3386 8 Jan, 15:12 FixEngine
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    - Stop using memcache on some other failure paths, particularly when failing to read from the on-disk texcache. - Factor out cache reading code (3x). - Fix endianness issues affecting big-enadian systems (one introduced by r3382, one existing before). Comment each B_LITTLE32 with whether we're converting from native to on-disk (little) endianness or back.

  • General

    polymost.c: some meaning-preserving cleanups, make some vars file-local.

    Helixhorned r3384 8 Jan, 15:12 Engine
  • General

    polymost.c: factor out 2 x 3x dup'd I/O code for DXT filter functions.

    Helixhorned r3383 8 Jan, 15:12 Engine
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Build 3376

5 Jan 2013 · 4 commits · 1 author SVN
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  • allow creating circle walls from TROR-constrained walls.

    Helixhorned r3376 5 Jan, 05:09 Engine
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    When reaching wall limits, it is possible that only some circle points will be inserted and the result is left unfinished.

  • grabbag of different things.

    Helixhorned r3375 5 Jan, 05:09 FixEngine
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    - fix error handing with recursing events - wallsofsect iterator, sector[]:contains() - more codegen; mangle function names - m32: compinside

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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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December 2012 13 builds · 20 commits

Build 3329

28 Dec 2012 · 8 commits · 1 author SVN
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  • General

    DEF "voxel": fix a tile range check failure message.

    Helixhorned r3329 28 Dec, 09:18 FixEngine
  • General

    Replace wall of dup'd code in Gv_AddSystemVars with something more readable.

    Helixhorned r3327 28 Dec, 09:18 EngineCON
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    Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars.

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Build 3317

23 Dec 2012 · 3 commits · 1 author SVN
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  • General

    Fix rotation-fixed useractors (those having usertype bit 4 set).

    Helixhorned r3316 23 Dec, 11:24 FixEngine
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    Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).

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Build 3312

23 Dec 2012 · 3 commits · 1 author SVN
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  • General

    engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.

    Helixhorned r3311 23 Dec, 05:59 Engine
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    Unconditionally enabled, but useful for comparing the behavior of the 1-column vline functions against the 2- or 4-column ones.

  • fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.

    Helixhorned r3310 23 Dec, 05:59 FixEngine
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    The former is really only a workaround. Walls/vertical sprites/pskies with ysize 512 (and presumably greater, but this was not tested) are rendered with one shade higher at the borders (1 pixel vlines) because of a certain assumption in the ASM (see comments there). With very dark shades, the palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the end for each. The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled yet. It seems to matter only for the uncommon case where the such pskies repeat in the height. A 1680x1050 window fully covered with such a sky is then rendered at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline routines), so it may be leaning a bit too much on the side of correctness. A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for demonstration purposes.

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Build 3308

20 Dec 2012 · 2 commits · 1 author SVN
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  • in 3D mode's tile info, highlight members of swapped bottom walls.

    Helixhorned r3308 20 Dec, 04:04 Engine
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    - If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>" - highlight pic, shade, pal, cstat in yellow then - in printext256, accept at most 3 digits for the color format string (e.g. ^123)

  • General

    In Polymost, make r_usenewaspect=2 fog independent of screen x size.

    Helixhorned r3307 20 Dec, 04:04 Engine

Build 3306

18 Dec 2012 · 1 commit · 1 author SVN
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  • when pasting single wall, take over bits 4, 1+64 and 8+256.

    Helixhorned r3306 18 Dec, 14:40 Engine
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    That is, everything concerning orientation. Previously, it was wrongly the bitwise NOT of these bits that got taken over. In particular, if bit 2 (swap bottom walls) would get pasted, ridiculousness could ensue.

Build 3303

16 Dec 2012 · 3 commits · 1 author SVN
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  • General

    Move fog calc routines into polymost.c, declare in engine_priv.h.

    Helixhorned r3303 16 Dec, 11:18 Engine
  • General

    Don't enable fog in polymost_printext256() and when drawing tile view in M32.

    Helixhorned r3302 16 Dec, 11:18 Engine
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    The new "r_usenewshading 2" mode could darken these otherwise.

  • General

    Classic-like visibility/fog for OpenGL modes, r_usenewshading 2 (new default).

    Helixhorned r3301 16 Dec, 11:18 Engine
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    Implemented using GL_LINEAR fog. The only source of difference (besides the obvious indexed vs. true color) should now be the distance constant, which still had to be determined experimentally. Polymer implements this mode in its fog fragment program part. Parallaxed skies are always drawn with full visibility, I'm not sure if there are any maps that expect otherwise. Also, accidentally committed: factor out initialization code from polymost_printext256() into gen_font_glyph_tex(), small game.c changes.

Build 3292

14 Dec 2012 · 9 commits · 1 author SVN
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  • correct message when changing shade by small steps ([+], [-], mwheel)

    Helixhorned r3289 14 Dec, 11:28 Engine
  • General

    OpenGL modes: factor out shade factor calculation.

    Helixhorned r3286 14 Dec, 11:28 Engine
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    This also means that the "r_shadescale_unbounded 0" option will work in Polymer (except on models).

  • General

    engine.c: factor a frequent getpalookup() use into getpalookupsh().

    Helixhorned r3285 14 Dec, 11:27 Engine
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