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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July 2013 7 builds · 47 commits

Build 3942

9 Jul 2013 · 4 commits · 1 author SVN
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  • document more stuff (not too carefully), add red DRAFT marker.

    Helixhorned r3942 9 Jul, 11:23
  • General

    Polymost "use tile shades": don't confound shade and visibility.

    Helixhorned r3941 9 Jul, 11:23 Engine
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    That is, for shade of objects, use shade tables. For visibility, use GL fog. Mixing these two does not produce satisfactory results in areas where both shade and visibility darkening are high, such as around the E1L1 restroom.

  • handle system gamearrays for some array commands.

    Helixhorned r3940 9 Jul, 11:23 CON
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    - 'copy' may have them as source, 'getarraysize' works fine - 'setarray' and 'resizearray' are obviously forbidden - 'readarrayfromfile' and 'writearrayfromfile' is not implemented for them (use case?) Also, in the Makefile: don't use realpath on directories. It may give an empty string.

  • swap first and second arg of con.spawn().

    Helixhorned r3939 9 Jul, 11:23

Build 3938

7 Jul 2013 · 6 commits · 1 author SVN
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  • slight Makefile tweak for Windows preparation.

    Helixhorned r3938 7 Jul, 13:59
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    Add doc/how_to_build_lunatic.txt and doc/lpeg-lunatic.patch.

  • retire per-sprite tsprite access for per-tile animation callback reg.

    Helixhorned r3937 7 Jul, 13:59 Engine
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    Don't yet make this official API though, since there are unresolved issues with newly created tsprites potentially being fed back to the animation loop. Add xmath.angvec(), xmath.bangvec(), tspr:set_sectnum(), tspr:setpos().

  • General

    Remove one instance of duplicate code lines and now unused TSPR_MIRROR.

    Helixhorned r3936 7 Jul, 13:59
  • General

    Rename the external 'gethitickms()' to 'gethiticks()'.

    Helixhorned r3935 7 Jul, 13:59
  • General

    In Windows and SDL layers, rename *hitick* to *u64tick*.

    Helixhorned r3934 7 Jul, 13:59
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Build 3932

4 Jul 2013 · 9 commits · 1 author SVN
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  • partially fix LTO=1 build with GCC.

    Helixhorned r3932 4 Jul, 12:38 Fix
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    Having to tag these few variables and functions as ATTRIBUTE((used)) seems sensible, but what follows is just strange. OSD_Printf? headspritesect?

  • make g_playerWeapon an array of a corresponding bcarray type.

    Helixhorned r3931 4 Jul, 12:38
  • document the additions of the preceding commits.

    Helixhorned r3930 4 Jul, 12:38
  • various changes.

    Helixhorned r3929 4 Jul, 12:38
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    - swap 2d and 3rd args in xmath.rotate() -- now rotate(point, ang, pivot) - add vec3 method 'rotate', calling xmath.rotate - store game tic count in savegames

  • many changes, motivated by writing test "helixspawner".

    Helixhorned r3928 4 Jul, 12:38
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    - some renames of functions/methods - con.actorvar: explicitly allow (for now) boolean and number values - added gv.gametic, player.holdskey(), player.all(), actor.check*()/hit*(), gv.rendmode, gv.REND, <bitint>:mask(), spr:getheightofs() - make read of nil var in "finalized" (live) module produce error, too - add test/helixspawner.lua

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June 2013 15 builds · 72 commits

Build 3923

30 Jun 2013 · 10 commits · 1 author SVN
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  • in con.action and con.move, allow mixed number/string key tables.

    Helixhorned r3923 30 Jun, 13:38
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    E.g. con.action{0, 4, delay=20}; for convenience, viewtype and incval are initialized to 1 (not 0) here.

  • retire an actor's sprite[].hitag/lotag for new actor[] members.

    Helixhorned r3922 30 Jun, 13:38 Engine
  • General

    Retire actor[].shootzvel, as it was only ever used in local scope.

    Helixhorned r3921 30 Jun, 13:38 CON
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    That is, its value was only referenced during the duration of a function call that had previously set it. It was also never accessible from CON.

  • General

    Actor-related code cleanup part 2: give actor t_data[] indexes names.

    Helixhorned r3920 30 Jun, 13:38
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    Using macros like AC_COUNT(t). Clean up related code: - comment out the dead condition noted in the previous commit - Lunatic: use get_count() instead of get_t_data(0) in one place, rename to _get_t_data(), i.e. make that method internal

  • General

    Actor-related code cleanup part 1: rename some locals, expose one dead condition

    Helixhorned r3919 30 Jun, 13:38
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    ... due to making hi/lotag unsigned in r3174. This commit keeps the compiler warning, the next one will remove it.

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Build 3913

29 Jun 2013 · 1 commit · 1 author SVN
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  • General

    Fix loading maps in Mapster32, introduced in r3911.

    Helixhorned r3913 29 Jun, 05:15 FixEngine
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    Also, get rid of the strange filename[len]=255 hack in loadboard() and make its file name arg const char* at last.

Build 3912

28 Jun 2013 · 7 commits · 1 author SVN
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  • CON

    New command 'screensound', unconditionally playing a session-wide sound.

    Helixhorned r3912 28 Jun, 07:07 CON
  • General

    Mapster32/Lunatic: ask when a <V10 map would be overwritten with a map-text one.

    Helixhorned r3911 28 Jun, 07:07 Engine
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    Also, clean up the saving/loading logic a bit: - On load failure, display message with purple color. - Take over the current file name ('boardfilename') only on success. - Check SaveBoard() return values in various places.

  • merge updatesector and ~breadth, making the former accept a flag.

    Helixhorned r3910 28 Jun, 07:07
  • retire 'geom' module, putting vector types into xmath.

    Helixhorned r3909 28 Jun, 07:07
  • allow serialization of tables in more general cases.

    Helixhorned r3908 28 Jun, 07:07
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Build 3898

22 Jun 2013 · 5 commits · 1 author SVN
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  • consider a point inside() a sector in all border cases (literally).

    Helixhorned r3898 22 Jun, 04:31 Engine
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    In other words, for a test rectangular sector, a sprite would be inside the sector in on all 4 edges and all 4 corners. Previously, it would have been the lower right portion only (*excluding* LL and UR corners), which led to map editing issues.

  • General

    engine.c: apply "usual readability transformations" on inside() and comment it.

    Helixhorned r3897 22 Jun, 04:31 Engine
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    The main thing to note is the "half-open" nature of the x/y range checks.

  • General

    Substitute some symbolic SE_x_* labels for literal SE numbers that were missed.

    Helixhorned r3896 22 Jun, 04:31
  • document vector types, add forgotten warning icon.

    Helixhorned r3895 22 Jun, 04:31
  • various minor tweaks and fixes.

    Helixhorned r3894 22 Jun, 04:31 Fix
    Show details

    - Pass original module name (dot=dirsep) to module via our require() - geom.lua: fix some operations using the vector type constructor - geom.lua: provide constructor for ivec3, useable like vec3

Build 3893

20 Jun 2013 · 5 commits · 1 author SVN
Open build
  • player method fadecol(), an improved palfrom.

    Helixhorned r3893 20 Jun, 11:31
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    Also, an external 'minitext' with optional shade and pal. args and documentation for ps:padecol().

  • General

    Don't register "savestate" and "restorestate" OSD commands even in debug builds.

    Helixhorned r3892 20 Jun, 11:31
    Show details

    They don't get registered on Windows for some reason, and mapstate debugging is best carried out using scripting code, anyway.

  • major overhaul of gamevar serialization for savegames.

    Helixhorned r3891 20 Jun, 11:31 CON
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    - Handle local gamevars. - Restore gamevars from require('end_gamevars').

  • General

    Lunatic 'geom': retire tovec2 and tovec3, make vec2 and vec3 accept cdata, too.

    Helixhorned r3890 20 Jun, 11:31
  • fix random angle movflag, Windows build; write more documentation.

    Helixhorned r3889 20 Jun, 11:31 Fix

Build 3883

13 Jun 2013 · 8 commits · 1 author SVN
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Build 3875

12 Jun 2013 · 6 commits · 1 author SVN
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  • clean up 'geom' module, make walls readable with pseudo-member 'z'.

    Helixhorned r3875 12 Jun, 10:49 Engine
  • rename spriteext[].*off->mdoff.*, actor[].actorstayput->stayputsect.

    Helixhorned r3874 12 Jun, 10:49
  • make gameactor and gameevent be "table-called" functions.

    Helixhorned r3873 12 Jun, 10:49
  • implement qgetsysstr/STR_VOLUMENAME.

    Helixhorned r3872 12 Jun, 10:49 CON
  • Propagate potentially remapped CON defines to the control module.

    Helixhorned r3871 12 Jun, 10:49 CON
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    (This is the module that implements much of the "hard-coded" functionality formerly on the C side.)

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Build 3868

9 Jun 2013 · 5 commits · 1 author SVN
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  • commit preliminary, unfinished documentation written in AsciiDoc.

    Helixhorned r3868 9 Jun, 09:37
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    Don't (yet?) commit the generated HTML.

  • make require() translate dots to dir separators, make those illegal.

    Helixhorned r3867 9 Jun, 09:37
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    However, from the command line, reverse the situation: dirseps must be passed as '/', dots are forbidden (except in the trailing ".lua").

  • CON

    add projectile member .userdata and predefined label PROJ_USERDATA.

    Helixhorned r3866 9 Jun, 09:37 CON
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    It is a 32-bit signed integer. No version bump necessary, although CON code accessing this new member will not work with earlier revisions (obviously).

  • bound-check defineprojectile tile/sound members.

    Helixhorned r3865 9 Jun, 09:37 CON
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    Also from Lunatic, make these members read-only and provide methods that allow setting them to either -1 or a number in [0..MAX{TILES,SOUNDS}-1].

  • rename bitint members to *bits instead of *x.

    Helixhorned r3864 9 Jun, 09:37

Build 3859

7 Jun 2013 · 6 commits · 1 author SVN
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Build 3848

2 Jun 2013 · 2 commits · 1 author SVN
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  • proper handling of dynamic remappings with weapon defaults.

    Helixhorned r3848 2 Jun, 07:07 CON
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    That is, the gamevars named WEAPONx_* in CON will now have the remapped value if they were not overridden from CON ('gamevar' at file scope). For C-CON, everything except signaling an override from the CON parser is in place.

  • hook up dynamicsoundremap.

    Helixhorned r3847 2 Jun, 07:07 CON

Build 3846

1 Jun 2013 · 7 commits · 1 author SVN
Open build
  • General

    Make S_MenuSound() use stack'd array to get rid of S_StaticToDynamicMenuSound().

    Helixhorned r3846 1 Jun, 13:09
  • hook up qstrdim and screentext.

    Helixhorned r3845 1 Jun, 13:09 CON
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    Also add some recent keywords to the list in con_lang.lua which I had forgotten all along.

  • sector[].ceiling/.floor gets a reference to a ceiling-or-floor struct.

    Helixhorned r3844 1 Jun, 13:09 Engine
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    Also, make sector[].*stat a bitint type. Now, a piece of code could look like this: local sec = sector[i] local ceil = sec.ceiling ceil.statx:flip(sector.STAT.SMOOSH)

  • fix a couple of oversights, tweak some stuff.

    Helixhorned r3843 1 Jun, 13:09 Fix
  • real user per-player vars.

    Helixhorned r3842 1 Jun, 13:09 CON
    Show details

    The previous behavior was to translate them as global gamevars, since LunaCON currently has no support for multiplayer. However, then some errors would be missed where such gamevars are accessed in no-player context (e.g. EVENT_ENTERLEVEL). On by default, disabled with -fno-playervar.

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May 2013 18 builds · 77 commits

Build 3830

30 May 2013 · 6 commits · 1 author SVN
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  • also reset per-actor gamevars from spawns originating from C.

    Helixhorned r3830 30 May, 11:10 CON
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    Take care not to do it twice. Still untested though.

  • split 'replace' option for actor chaining flags into soft/hard.

    Helixhorned r3829 30 May, 11:10 CON
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    Hard replacement reassigns the tile flags, while soft replacement bitwise ORs them, as in CON (since some flags might already have been set using commands like spritenoshade).

  • reset per-actor gamevars on actor spawn, untested.

    Helixhorned r3828 30 May, 11:10 CON
  • General

    Compile DEF progress meter only on Windows or if having the startup window.

    Helixhorned r3827 30 May, 11:10
    Show details

    The latter checked with #defined HAVE_GTK2, which is probably not correct for every platform. In builds without a startup window, the periods get mingled with stdout output otherwise.

  • implement 'definegametype', allow writing userdef.level_number.

    Helixhorned r3826 30 May, 11:10 FixCON
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    Also, allow (implicit) actor index -1 to 'sound' like in C-CON and fix MULTIMODE gamevar definition (was 0, not 1).

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Build 3824

30 May 2013 · 2 commits · 1 author SVN
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  • General

    Fix potential oob access when flipping the floor [F] in 2D mode.

    Helixhorned r3824 30 May, 02:13 Fix
  • General

    Replace inline "qsetmode==200" checks with in3dmode().

    Helixhorned r3823 30 May, 02:13
    Show details

    Analogously for the negation; remove a couple of redundant decls of "qsetmode".