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 2012 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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December 2012 3 builds · 4 commits

Build 3329

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

    Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.

    Helixhorned r3328 28 Dec, 09:18 CON
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    In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS], allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE). For Lunatic, they are replaced with weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].

  • 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 3266

10 Dec 2012 · 4 commits · 1 author SVN
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November 2012 2 builds · 2 commits

Build 3189

15 Nov 2012 · 5 commits · 1 author SVN
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  • CON

    make lotag/hitag getters return signed values, as per agreement on IRC.

    Helixhorned r3189 15 Nov, 13:10 EngineCON
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    This means that the internal change done to these sprite members in r3159 is hidden from CON for backward-compatibility purposes. Note that .cstat and .{ceiling,floor}stat aren't touched, and will return unsigned values to CON.

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September 2012 2 builds · 3 commits

Build 3000

5 Sep 2012 · 7 commits · 1 author SVN
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  • General

    Factor out some repeated code into G_{Load,Save}PlayerMaybeMulti.

    Helixhorned r2999 5 Sep, 10:25 CON
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    This currently says that MP saving/loading isn't supported, but doesn't really work correctly. Also, properly bound-check the immediate argument to CON's 'save' command and one more ... -> G_HandleAsync().

  • General

    Factor out snprintf'ing a maybe-modDir'd file name into macro G_ModDirSnprintf().

    Helixhorned r2997 5 Sep, 10:25 CON
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    ... and use it in three places. In two of these uses, 1) CON {read,write}arrayfromfile and 2) G_SavePlayer, display an error message if the file name such generated is too long. In the CON commands of 1), also error out if the file couldn't be opened.

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Build 2992

2 Sep 2012 · 12 commits · 1 author SVN
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  • General

    Remove some #if 0 blocks that are probably of no interest any more.

    Helixhorned r2981 2 Sep, 07:00 EngineCON
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    For reference, they are the following: - cache1d.c: suckcache() - build.c: compare_wall_coords() - make switch-invisible heuristic - Mapster32: old sprite search - Mapster32: manual z range - m32script: read/writearray, qgetsysstr - menus.c: savetemp()

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August 2012 6 builds · 9 commits

Build 2930

19 Aug 2012 · 14 commits · 1 author SVN
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  • General

    Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.

    Helixhorned r2929 19 Aug, 05:57 CON
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    ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands using rotatesprite are ANDed with (ROTATESPRITE_MAX-1). Some of the functions use ROTATESPRITE_MAX for different internal purposes, which will not be exposed to CON now (a good thing). Also, dorotspr_handle_bit2 is made clearer.

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Build 2895

13 Aug 2012 · 18 commits · 1 author SVN
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  • CON

    in showview*, use new aspect determination if r_usenewaspect is 1.

    Helixhorned r2895 13 Aug, 11:26 CON
  • General

    Rewrite the EVENT_ANIMATESPRITES loop (G_DoEventAnimSprites calls) for clarity.

    Helixhorned r2893 13 Aug, 11:26 CON
  • CON

    in fake multi-mode, play 'globalsound' even if player index isn't screenpeek.

    Helixhorned r2890 13 Aug, 11:26 CON
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    This makes sounds like DUKE_GET (item pickup) be heard for the second player in the splitscreen mod, too.

  • General

    If a value of 1 is returned from EVENT_DISPLAYROOMS, don't draw them.

    Helixhorned r2889 13 Aug, 11:26 CON
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    This includes mirrors, rooms and masks. Any value other than 0 or 1 that is returned is considered an error (reserved for future use).

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July 2012 3 builds · 4 commits

Build 2820

8 Jul 2012 · 8 commits · 1 author SVN
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  • EVENT_DRAW3DSCREEN, screenshot functonality.

    Helixhorned r2818 8 Jul, 14:47 CON
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    The event is run after drawing the scene, but before the overlays. To make a screenshot from a script, set DOSCRSHOT to non-zero. It will then be scheduled to run once after the drawing but before the above-mentioned event. The screenshots will be called mcapXXXX.{png,tga}.

  • if printext256's <col> arg is negative, use editorcolors[-<col>].

    Helixhorned r2816 8 Jul, 14:47 EngineCON
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    The editor colors are the ones listed on page 9 of the Mapster32 built-in help.

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June 2012 2 builds · 3 commits

Build 2745

7 Jun 2012 · 2 commits · 1 author SVN
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  • don't attempt drawing sprites with (cstat&48) == 48 that aren't voxels.

    Helixhorned r2744 7 Jun, 10:37 EngineCON
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    Bang! One more invalid internals exposure squashed. Maybe one day we'll be able to call EDuke32 "stable"... Actually the offending sprite IS drawn as face sprite with shade 32 and xrepeat and yrepeat 255 for the convenience of the CON coder who will have to debug it.

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May 2012 6 builds · 8 commits

Build 2710

29 May 2012 · 6 commits · 1 author SVN
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  • General

    In CON showview, if drawing off-screen, clear the view with pal 0 and bail out.

    Helixhorned r2706 29 May, 13:01 FixCON
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    This fixes the glitches/corruption whereever showview is used from EVENT_DISPLAYROOMS while the scene is actually rendered to a tile instead of the frame buffer, for example because we have a tilted view or "pixel doubling" enabled. Fixing it for real (i.e. so that the showview actually completes) will require more effort.

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Build 2704

28 May 2012 · 3 commits · 1 author SVN
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  • General

    On Windows, check file name case with 'sound' and 'music' CON commands.

    Helixhorned r2704 28 May, 11:15 CON
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    This is done by kopen4loadfrommod'ing and immediately closing the file (since the checker is still run from there when not ingame). On my system, times were like 0.12 ms, 0.2 ms and 0.5 ms for each openfrompath/findfrompath, openfrompath/Bopen and SHGetFileInfo respectively, so it shouldn't have a too noticable impact on initial loading times.

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