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 2015 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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Showing 36 builds · 60 commits

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November 2015 3 builds · 4 commits

October 2015 1 build · 1 commit

Build 5412

31 Oct 2015 · 3 commits · 1 author SVN
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  • fix fillsector() calls before fade_editor_screen().

    Helixhorned r5411 31 Oct, 08:13 FixEngine
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    The latter allows one to specify a color to keep, but with r5302 the fillsector() highlights are drawn with transparency, thus making it ineffective. Add an argument to toggle transparency to fillsector() (now fillsector_maybetrans()) and two wrapper functions.

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August 2015 4 builds · 4 commits

Build 5316

2 Aug 2015 · 2 commits · 1 author SVN
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  • don't spawn FRAMEEFFECT1 for BOUNCEMINE.

    Helixhorned r5316 2 Aug, 01:40 FixEngine
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    There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/

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July 2015 3 builds · 5 commits

Build 5312

25 Jul 2015 · 4 commits · 1 author SVN
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  • fix displayed viewscreen when its x/yrepeat isn't evenly divisible by 4.

    Helixhorned r5312 25 Jul, 10:23 Fix
  • fix unbalanced begindrawing()/enddrawing() pair in printext16().

    Helixhorned r5310 25 Jul, 10:23 FixEngine
  • General

    Fix various, but not all warnings.

    Helixhorned r5309 25 Jul, 10:23 FixEngine
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    Except: - missing braces around initializer [-Wmissing-braces]: due to union-in-struct vec3f_t - comparison between signed and unsigned integer expressions [-Wsign-compare]: in polymer.c

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Build 5292

11 Jul 2015 · 1 commit · 1 author SVN
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  • fix two "variable may be used uninitialized" warnings.

    Helixhorned r5292 11 Jul, 10:06 FixEngine
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    I didn't produce a case when this could actually have happened, but reading the code, in the case of variable 'j' it seems possible with an empty map.

Build 5291

11 Jul 2015 · 1 commit · 1 author SVN
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  • fix a possible oob read via drawspritelabel; sanitize 2d3d mode.

    Helixhorned r5291 11 Jul, 07:13 FixEngine
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    That is, in m32_is2d3dmode(), also check if 2d and 3d mode resultions are the same. Otherwise, oob writes (e.g. via tileinfo_doprint()) and other thinkable niceties may ensue.

June 2015 2 builds · 3 commits

Build 5263

6 Jun 2015 · 2 commits · 1 author SVN
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  • General

    Fix an out-of-bounds read in getpskyidx().

    Helixhorned r5263 6 Jun, 08:04 Fix
  • General

    m32exec.c fix "multiple unsequenced modifications to 'insptr' [-Wunsequenced]".

    Helixhorned r5262 6 Jun, 08:04 Fix

May 2015 6 builds · 8 commits

Build 5230

22 May 2015 · 1 commit · 1 author SVN
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  • fix rendering of middle part of 1-way masked wall.

    Helixhorned r5230 22 May, 05:43 FixEngine
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    It does not depend on the "swap bottom wall parts" bit being set. The fix is by matching up the related code with Polymost.

April 2015 2 builds · 7 commits

Build 5159

18 Apr 2015 · 5 commits · 1 author SVN
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  • General

    polymost.c: fix display of floor-aligned sprites ornameted to the ceiling.

    Helixhorned r5158 18 Apr, 14:59 FixEngine
  • General

    polymost.c: split three overlong lines into three each.

    Helixhorned r5157 18 Apr, 14:59 FixEngine
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    This was formerly "fix multi-tile ceiling skies.", but TX beat me to it and Git automatically figured out how to merge while keeping a linear history. (Our fixes were identical.) Nice!

  • General

    actors.c: fix 3 incorrect '/' -> tabledivide32_noinline rewrites in r4658.

    Helixhorned r5155 18 Apr, 14:59 FixEngine
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    Division has higher precedence than bitwise-OR. The cases concerned SE3, SE4 and NEON* sprites. Incidental info: the blinking of NEON* sprites can be controlled via their lotag, similarly to how you how you give a "random flash number" as SE4 hitag.

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