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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October 2011 8 builds · 30 commits

Build 2066

2 Oct 2011 · 3 commits · 1 author SVN
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  • General

    Show fake TROR texture when show-invisibility [I] is on in Mapster32/Polymer.

    Helixhorned r2066 2 Oct, 15:38 Engine
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    Also move a 'int16_t editstatus' declaration from polymost.c to engine_priv.h.

  • General

    kextract <groupfile> (without further filenames) lists all files in the GRP.

    Helixhorned r2065 2 Oct, 15:37
  • refactor closing cache files and removing duplicate pointers into their own functions

    Helixhorned r2064 2 Oct, 15:37

September 2011 21 builds · 53 commits

Build 2050

30 Sep 2011 · 1 commit · 1 author SVN
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  • General

    fix a stupid copy&paste error that made sector[].ceilingbunch/floorbunch not functioning

    Helixhorned r2050 30 Sep, 07:30 FixEngine

Build 2048

30 Sep 2011 · 1 commit · 1 author SVN
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  • General

    When X- or Y-flipping a selection of highlighted sectors, also handle setting

    Helixhorned r2048 30 Sep, 06:52 Engine
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    the nextwall pointers correctly; Add some 'asksave=1' and 'make old-nextwalls invalid'.

Build 2047

28 Sep 2011 · 3 commits · 1 author SVN
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  • General

    Makefile lines for building with libvpx from Macports on OSX

    Helixhorned r2047 28 Sep, 13:31
  • General

    Sanitize drawing sprites at different levels with TROR/classic. This should fix

    Helixhorned r2046 28 Sep, 13:30 FixEngine
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    most problems where sprites appear to be drawn through walls.

  • General

    Two tweaks to make the precaching more efficient/less redundant in the game.

    Helixhorned r2045 28 Sep, 13:30 Engine
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    First, if we're in Polymer, don't precache tinted tiles that have a highpal for that certain pal. Second, don't precache tiles for palnum 251 (the last non-reserved one, which is used as a crosshair pal). Assuming that there are no other tints, this cuts the initial precache time and cache size on disk in half.

Build 2044

25 Sep 2011 · 3 commits · 1 author SVN
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  • General

    lunatic bits and pieces

    Helixhorned r2044 25 Sep, 08:11
  • General

    When inserting a new sprite and determining its picnum by frequency count

    Helixhorned r2043 25 Sep, 08:11 Engine
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    of the picnums of all sprites, omit the newly inserted sprite itself!

  • VPX

    in 3 planes -> packed format conversion code, group together the

    Helixhorned r2042 25 Sep, 08:11
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    three individual loops and compile the enclosing function at -O3 (-O1 for debugging builds). Now, the time for this conversion ranges from 7 to 18 ms per frame across various tested machines, a clear improvement.

Build 2041

22 Sep 2011 · 3 commits · 1 author SVN
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  • package ebacktrace1.dll, remove backtrace.dll and libi*.dll

    Helixhorned r2041 22 Sep, 09:53
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    Makefile: remove ebacktrace1.dll on 'veryclean' target

  • General

    backtrace.c: add flags to open() so that the log file is opened user-r/w.

    Helixhorned r2040 22 Sep, 09:52 Fix
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    This way, crashlogs will really be appended. Additionally, print a time at the end of each backtrace. winlayer.c: load ebacktrace1.dll instead of the old one Makefile.common: when building with DEBUGANYWAY=1, don't omit frame pointers This will let us get a stack trace for crashes with the release build code.

  • General

    When searching a nextwall for a white wall after dragging a point,

    Helixhorned r2039 22 Sep, 09:52 Engine
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    exclude grayed out walls.

Build 2038

21 Sep 2011 · 2 commits · 1 author SVN
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  • General

    enable VPX support for Windows

    Helixhorned r2038 21 Sep, 15:38
  • General

    Add backtrace.c (the same that was used to build backtrace.dll earlier) to tree

    Helixhorned r2037 21 Sep, 15:38
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    and build our own DLL, now called ebacktrace1.dll. The change consists of breaking the link to the libintl lib and its dependencies, so the backtrace dll is now the only one required.

Build 2036

21 Sep 2011 · 1 commit · 1 author SVN
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  • General

    Add statically linked libvpx to tree, built with gcc-4.5 mingw and

    Helixhorned r2036 21 Sep, 08:54
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    ./configure --disable-vp8-encoder --disable-multithread Also add VPX/VP8 headers for an easy build on Windows. Throw in the necessary lines into the Makefile but do not enable VPX support yet.

Build 2033

18 Sep 2011 · 1 commit · 1 author SVN
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  • General

    - protect stat bit 2 when pasting to ceilings or floors

    Helixhorned r2033 18 Sep, 04:55 Engine
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    - when pasting to walls or maskwalls, the following user bits are kept now: 4 (top/bottom alignment [O]) 1+64 (blocking, hitscan) 8+256 (x/y-flip) - print '(one-sided)' when pressing Shift + ([B] or [H]) on a wall

Build 2030

17 Sep 2011 · 2 commits · 1 author SVN
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  • General

    More natural mouse picking in software mode, closer to "what's under the cursor

    Helixhorned r2030 17 Sep, 07:26 FixEngine
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    is picked" but still not perfect. In particular, sometimes a wrong wall is selected, and sprites don't get picked through portals. As a rule of thumb, don't be too far away from the objects you're modifying in 3D mode.

  • General

    In the textured 2D mode of Mapster32, only texture non-grayed out sectors.

    Helixhorned r2029 17 Sep, 07:25 Engine

Build 2028

16 Sep 2011 · 1 commit · 1 author SVN
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  • General

    Three-way clipping in Mapster32 (still toggled with 'N): on and off as

    Helixhorned r2028 16 Sep, 12:17 Engine
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    before, and additionally a mode that doesn't clip against masked walls and sprites.

Build 2027

15 Sep 2011 · 1 commit · 1 author SVN
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  • General

    In the editor, when rescaling the texture after dragging a wall-point, also

    Helixhorned r2027 15 Sep, 12:31 Engine
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    traverse the TROR neighbors.

Build 2026

15 Sep 2011 · 9 commits · 1 author SVN
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  • General

    Add high-resolution timers C API for profiling. The functions are called

    Helixhorned r2026 15 Sep, 10:05 Fix
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    uint64_t gethiticks() and gethitickspersec(). For SDL 1.2, the timer has the same resolution as getticks (1000 Hz). For Windows and SDL 1.3, the resolution of the underlying perf-timers is used. The only user of these functions right now is some TROR on-screen debugging code. Revert an earlier change regarding r_preview_mouseaim. We can't do the check because editstatus is set later.

  • General

    - Add new trueror1.map that showcases the functionality and limitations of

    Helixhorned r2025 15 Sep, 10:04 FixEngine
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    the additional rendering pass - Remove r_preview_mouseaim cvar from the game, since it's only for Mapster - sdlmusic.c: (Failed) attempt to fix a call of waitpid() with a non-existent process ID in the external MIDI playing code. I think there's a race there...

  • General

    Support for drawing 'island sectors' for TROR/classic (and with limited

    Helixhorned r2024 15 Sep, 10:04 FixEngine
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    functionality, Polymost). The new feature can be enabled/disabled with the 'r_tror_nomaskpass' cvar. The basic idea is that when drawing lower or upper levels, a first pass is performed that ignores all red walls for which the TROR nextwall link 'towards' the viewer arrives at a red wall. Thus, in the worst case, there can be up to twice as many rendering passes now (when it is discovered that the no-mask-pass isn't different that what would be drawn with the ordinary one, the latter is skipped, since we've already drawn all needed geometry). Hovever, this kind of multi-pass splitting is only suitable for simple scenes, like the upper subway in the TROR test map. In particular, multiple islands shouldn't 'see' each other. Two issues are worth mentioning: first, care needs to be taken for translucent ceilings or floors, since drawing them twice isn't the same as drawing them once. This is done for classic, but not for Polymost. Second, sprites (which are always drawn _after_ the geometry for a given pass) are still clipped to the geometry of the ordinary pass, resulting in their disappearance from certain angles. -- Additionaly, a change made it into this commit that fixes redundant collection of sprites in TROR:classic/Polymost.

  • General

    misc. cleanup:

    Helixhorned r2023 15 Sep, 10:03
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    - remove 'imageSize' global which was always yres*bytesperline and only used once - some clearbuf() -> Bmemset() because I find the latter easier to read - remove some clearbufs to 0 of some global arrays on init

  • General

    Make uninitialization sequence more consistent across the editor code. It's

    Helixhorned r2022 15 Sep, 10:03
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    always like this now: ExtUninit -> (writesetup, misc.) uninitengine -> (uninitsystem -> (uninit timers, mouse, ...)) exit() Some paths still lead to a plain exit(), like failures in cache1d.c or mdsprite.c

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Build 2015

10 Sep 2011 · 4 commits · 1 author SVN
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  • In setbrightness() and qsetmodeany(), call setpalette() only if the

    Helixhorned r2015 10 Sep, 08:45 FixEngine
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    palette changed from the last one (either globally or within the last call of one of the function). This fixes the ugly OSD flickering in 8-bit mode when a screen tint effect is in action (such as when being hurt or snotted on).

  • General

    A couple of trivial/cleanup changes. setvgapalette() is removed from the

    Helixhorned r2014 10 Sep, 08:44 Engine
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    engine, since it had no users.

  • when changing screen palettes, pass flag 2 to setbrightness().

    Helixhorned r2013 10 Sep, 08:44 Engine
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    This will prevent it from calling gltexinvalidateall() when e.g. submerging and resurfacing, mimicking the behavior of the game, where only gltexinvalidate8() is called in such situations.

  • make the heinum&2 and stat inconsistency be displayed only once

    Helixhorned r2012 10 Sep, 08:44 FixEngine
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    with 'corruptcheck now', but still print each corrected one on tryfix.

Build 2011

6 Sep 2011 · 6 commits · 1 author SVN
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  • General

    sdlayer.c: also SDL_WarpMouse() in debugging builds. This has at least three

    Helixhorned r2011 6 Sep, 10:46
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    effects: 1) Mouse turning works with SDL 1.3 2) The mouse pointer can't leave the window area with the console up, so that focus always stays with the application 3) Menu selection using the mouse doesn't work. Not dramatic IMO.

  • General

    polymer.c: Fix a potential zero-size calloc call when a two-walled sector

    Helixhorned r2010 6 Sep, 10:46 FixEngine
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    is present (like in E4L1). Also sneak in a trivial change in cache1d.c

  • General

    Using this dynamic checking tool: http://embed.cs.utah.edu/ubc/,

    Helixhorned r2009 6 Sep, 10:46 FixEngine
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    fix two issues with signed integer overflow. One is related to clipping and the other to Polymost mouse-picking for overlong walls. Many more remain especially in the 8-bit rendering code, but I expect many of them to be intended.

  • General

    Tweak the source so that it can be built by clang. The only necessary change

    Helixhorned r2008 6 Sep, 10:46
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    is to remove a couple of 'inline's for functions with external linkage, which seems to be a GCC convenience.

  • General

    mdsprite.c: prevent a couple of float divides by zero and save model file

    Helixhorned r2007 6 Sep, 10:45 Engine
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    name into m->head.nam after loading (but before preprocessing for Polymer)

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Build 2004

4 Sep 2011 · 4 commits · 1 author SVN
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  • General

    Better handling of tsprites that are duplicated through TROR portals.

    Helixhorned r2004 4 Sep, 12:44 FixEngine
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    Specifically, now also consider the sprite tile's yoffset, and fix an issue when a tsprite got duplicated 'toward' the viewer. Also add a couple of tests in trueror1.map.

  • General

    Unbreak zip support as another means to group files. Using 16-bit integers to

    Helixhorned r2003 4 Sep, 12:44
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    hold file lengths is certainly very frownworthy.

  • General

    Prepare polymost.c for proper umost/dmost clipping of TROR passes. No real functional changes.

    Helixhorned r2002 4 Sep, 12:44 Engine
  • General

    Move the fixspritesectors call and the start sector updating into ExtPreSaveMap().

    Helixhorned r2001 4 Sep, 12:43 Engine
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    This makes the latter also correct when testing a map from the editor.