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 2012 24 builds · 72 commits

Build 2255

12 Jan 2012 · 8 commits · 1 author SVN
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  • General

    winlayer.c: in WM_PALETTECHANGED handling code ("someone stole the palette

    Helixhorned r2255 12 Jan, 12:49 Fix
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    so try and steal it back"), prevent calling IDirectDrawSurface_SetPalette() with NULL arguments, causing a crash. It's happened for me on Vista, when initially changing from 8-bit to 32-bit mode.

  • General

    Add Makefile option to use the DMALLOC (debug malloc) library.

    Helixhorned r2254 12 Jan, 12:49 Fix
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    I didn't have much success in finding bugs using it, but it works out-of-the-box on my setup, so it may be useful in the future.

  • General

    sdlayer.c: formatting of preprocessor lines

    Helixhorned r2253 12 Jan, 12:49
  • General

    Support for the first "thumb" mouse button, called MOUSE4 in the menu.

    Helixhorned r2252 12 Jan, 12:48
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    The second one is passed to the 'mouseb' variable, but the game currently can't map it since ud.config.MouseFunctions[] would have to be enlarged, breaking savegame compatibility. Works both for the Windows and SDL layers. For the latter, instead of using the SDL_BUTTON_X1/X2 macro constants, I'm using 8 and 9, since that is what SDL (and incidentally or not, xev) gives me for those buttons.

  • General

    Temporarily disable the 'model thinning-out' feature intended to save memory.

    Helixhorned r2251 12 Jan, 12:48 Fix
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    It turns out that with model interpolation, out-of-bounds frame numbers may be generated with thinned out models, so disable it until I can sort out what's wrong with it. Also, minor code cleanup.

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Build 2247

10 Jan 2012 · 8 commits · 1 author SVN
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  • General

    a couple more trivial tweaks

    Helixhorned r2247 10 Jan, 15:45
  • General

    md4.c/h: add consts to appropriate arguments

    Helixhorned r2246 10 Jan, 15:45
  • General

    sounds.c: check the sound number before accessing arrays with it; always do

    Helixhorned r2245 10 Jan, 15:44
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    this in "(unsigned)i < bound" fashion.

  • General

    trivial formatting / removing of old cruft / adding comments

    Helixhorned r2244 10 Jan, 15:44
  • General

    animvpx sound: fix the 'may have many sounds per frame' requirement

    Helixhorned r2243 10 Jan, 15:44 Fix
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    E.g. this should work correctly now: // FLY_BY, PIPEBOMB_EXPLODE, OCTA_DYING animsounds logo { 1 244 64 14 64 144 }

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Build 2237

7 Jan 2012 · 1 commit · 1 author SVN
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  • General

    When defining a model with the 'model' token and there were errors, don't

    Helixhorned r2237 7 Jan, 09:48
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    let it hang around causing trouble later on; delete it right now and inform the user. Add a couple of 'static's to some functions and file scope data in mdsprite.c

Build 2236

5 Jan 2012 · 1 commit · 1 author SVN
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  • General

    - When saving game, clear all polymer lights before. Not doing this makes

    Helixhorned r2236 5 Jan, 13:58 Engine
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    the SE ones douple, triple, ... after each save. Maphack lights are reloaded with polymer_resetlights() (though I've had them disappearing after load, I couldn't reproduce it afterwards). - in debugging builds, print a message when polymer_resetlight is called on a nonexistent one. The problem is not so much the call itself (it's guarded), but the fact that resources on the caller side may not have been freed if it thinks that those lights do in fact exist. Right now, it's not the case though. - add 'loaded map hack' messages after some other successful loadmaphack calls

Build 2235

5 Jan 2012 · 3 commits · 1 author SVN
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  • General

    When loading a game, DON'T restore 'adult' TV tiles. This fixes the recent

    Helixhorned r2235 5 Jan, 12:48 FixEngine
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    crashes. Usually, after loading a game, some wall tiles are tweaked depending on whether adult mode is enabled or not. If it's not, those wall picnums are replaced with blank or broken screens. If it is, they are restored from the wall's .extra member. Apparently though, Mapster32 leaves some .extra members floating around even after deleting a TROR nextwall link (it's used as the 'lower wall index'). Because MAXWALLS is greater than MAXTILES, this may produce out-of-bounds accesses and corrupt memory (besides setting wall tilenums to nonsensical values) later in the game. Other than that, the change only affects loading savegames created with adult mode OFF. Kinky TV screenies simply won't be restored then.

  • General

    savegame.c: some const void **ptr -> void **ptr, since they're certainly not const

    Helixhorned r2234 5 Jan, 12:48
  • General

    trivial tweaks: some NULLing pointer after freeing them; move the 'too much mirrors'

    Helixhorned r2233 5 Jan, 12:48
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    check one 'if' down since mirrors are only created when the condition holds

Build 2232

3 Jan 2012 · 3 commits · 1 author SVN
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  • General

    Pass bit 16 to P_SetGamePalette from CON's setgamepalette (forgotten from earlier commit)

    Helixhorned r2232 3 Jan, 11:56 CON
  • General

    Patch up access of malloc'd buffer one byte beyond its size in kplib's

    Helixhorned r2231 3 Jan, 11:55
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    JPEG decoder (unearthed by valgrind).

  • General

    In G_NewGame(), call Gv_RefreshPointers after Gv_ResetVars.

    Helixhorned r2230 3 Jan, 11:55 CON
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    Resetting the gamevars might produce inconsistencies between an earlier loaded game (for example, if it was saved with different/earlier CON code), and worst of all, the gamevars that reference C variables might be overwritten (i.e. the addresses to those variable, which is very bad!).