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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December 2012 17 builds · 59 commits

Build 3345

29 Dec 2012 · 5 commits · 1 author SVN
Open build
  • more glue, fixes, backtrace for code called back from C.

    Helixhorned r3345 29 Dec, 07:21 Fix
  • General

    Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".

    Helixhorned r3344 29 Dec, 07:21
  • beginning to glue things together. Introducing LUNATIC_ONLY.

    Helixhorned r3343 29 Dec, 07:21
  • General

    Remove commented code using former engine variable "automapping".

    Helixhorned r3342 29 Dec, 07:21 Engine
  • General

    Fix LTO=1 RELEASE=1 Lunatic build.

    Helixhorned r3341 29 Dec, 07:21 Fix

Build 3329

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

    DEF "voxel": fix a tile range check failure message.

    Helixhorned r3329 28 Dec, 09:18 FixEngine
  • General

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

    Helixhorned r3328 28 Dec, 09:18 CON
    Show details

    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
    Show details

    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.

  • General

    Replace initialize_engine_globals() with array initialization.

    Helixhorned r3326 28 Dec, 09:18
  • General

    Lunatic translator: pack all translation units into one big blob.

    Helixhorned r3325 28 Dec, 09:18
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Build 3321

25 Dec 2012 · 4 commits · 1 author SVN
Open build
  • General

    Cleanup of console/on-screen-display (OSD) functionality.

    Helixhorned r3321 25 Dec, 08:13
    Show details

    - Rewrite the "clear background" routine in a no-brainer way instead of juggling around with rotatesprite(). Make it common to game+editor. Expose glRectd to glbuild. - Don't stop OSD text line drawing when encountering a non-printable char. Instead, treat it as space. - In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints) to swap pointers. Write an analogous "swapptr" instead. - When changing from/to OSD, don't inject a pause key. This *might* have been the cause of the reported pausing problems. - clean up the code... (Yes, this commit throws together too much stuff. I suck sometimes. :P)

  • event chaining.

    Helixhorned r3320 25 Dec, 08:13
  • print -> OSD_Printf, error reporting.

    Helixhorned r3319 25 Dec, 08:13
  • General

    Clip printext256() at xdim, don't crash OSD_Printf() with empty string.

    Helixhorned r3318 25 Dec, 08:13 Fix

Build 3317

23 Dec 2012 · 3 commits · 1 author SVN
Open build
  • General

    Add a couple of test CONs: non-local control flow, rotation-fixed useractors.

    Helixhorned r3317 23 Dec, 11:24 Fix
  • General

    Fix rotation-fixed useractors (those having usertype bit 4 set).

    Helixhorned r3316 23 Dec, 11:24 FixEngine
    Show details

    Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).

  • more complete gameactor(), misc. translator tweaks.

    Helixhorned r3315 23 Dec, 11:24

Build 3312

23 Dec 2012 · 3 commits · 1 author SVN
Open build
  • General

    Fix build.lua's loadarts(), add bigytiles.lua.

    Helixhorned r3312 23 Dec, 06:00 Fix
  • General

    engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.

    Helixhorned r3311 23 Dec, 05:59 Engine
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    Unconditionally enabled, but useful for comparing the behavior of the 1-column vline functions against the 2- or 4-column ones.

  • fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.

    Helixhorned r3310 23 Dec, 05:59 FixEngine
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    The former is really only a workaround. Walls/vertical sprites/pskies with ysize 512 (and presumably greater, but this was not tested) are rendered with one shade higher at the borders (1 pixel vlines) because of a certain assumption in the ASM (see comments there). With very dark shades, the palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the end for each. The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled yet. It seems to matter only for the uncommon case where the such pskies repeat in the height. A 1680x1050 window fully covered with such a sky is then rendered at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline routines), so it may be leaning a bit too much on the side of correctness. A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for demonstration purposes.

Build 3308

20 Dec 2012 · 2 commits · 1 author SVN
Open build
  • in 3D mode's tile info, highlight members of swapped bottom walls.

    Helixhorned r3308 20 Dec, 04:04 Engine
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    - If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>" - highlight pic, shade, pal, cstat in yellow then - in printext256, accept at most 3 digits for the color format string (e.g. ^123)

  • General

    In Polymost, make r_usenewaspect=2 fog independent of screen x size.

    Helixhorned r3307 20 Dec, 04:04 Engine

Build 3306

18 Dec 2012 · 1 commit · 1 author SVN
Open build
  • when pasting single wall, take over bits 4, 1+64 and 8+256.

    Helixhorned r3306 18 Dec, 14:40 Engine
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    That is, everything concerning orientation. Previously, it was wrongly the bitwise NOT of these bits that got taken over. In particular, if bit 2 (swap bottom walls) would get pasted, ridiculousness could ensue.

Build 3303

16 Dec 2012 · 3 commits · 1 author SVN
Open build
  • General

    Move fog calc routines into polymost.c, declare in engine_priv.h.

    Helixhorned r3303 16 Dec, 11:18 Engine
  • General

    Don't enable fog in polymost_printext256() and when drawing tile view in M32.

    Helixhorned r3302 16 Dec, 11:18 Engine
    Show details

    The new "r_usenewshading 2" mode could darken these otherwise.

  • General

    Classic-like visibility/fog for OpenGL modes, r_usenewshading 2 (new default).

    Helixhorned r3301 16 Dec, 11:18 Engine
    Show details

    Implemented using GL_LINEAR fog. The only source of difference (besides the obvious indexed vs. true color) should now be the distance constant, which still had to be determined experimentally. Polymer implements this mode in its fog fragment program part. Parallaxed skies are always drawn with full visibility, I'm not sure if there are any maps that expect otherwise. Also, accidentally committed: factor out initialization code from polymost_printext256() into gen_font_glyph_tex(), small game.c changes.

Build 3292

14 Dec 2012 · 9 commits · 1 author SVN
Open build
  • General

    Fix CLANG=1 NOASM=1 build.

    Helixhorned r3292 14 Dec, 11:28 Fix
  • General

    Factor out multiply repeated code into calc_ylookup().

    Helixhorned r3291 14 Dec, 11:28
  • effectively clamp drawn ceiling/floor tile sizes at 256.

    Helixhorned r3290 14 Dec, 11:28
    Show details

    This prevents computing a shift value outside of [0..31].

  • correct message when changing shade by small steps ([+], [-], mwheel)

    Helixhorned r3289 14 Dec, 11:28 Engine
  • General

    Factor out fogcalc() issuing and application of the computed values.

    Helixhorned r3288 14 Dec, 11:28
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Build 3266

10 Dec 2012 · 4 commits · 1 author SVN
Open build

Build 3261

9 Dec 2012 · 6 commits · 1 author SVN
Open build
  • General

    Rearrange {net,}actor_t for 4-byte alignment of int32_t members.

    Helixhorned r3261 9 Dec, 05:24
    Show details

    Bump BYTEVERSION.

  • General

    Experimental NETCODE Makefile variable, enabled by default.

    Helixhorned r3260 9 Dec, 05:24
    Show details

    Disabling netcode compilation can be interesting on memory-constrained systems, or those that have no means of accessing the network anyway. Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev breaks compilation with NETCODE=0.

  • drowning in code.

    Helixhorned r3259 9 Dec, 05:24
  • General

    Make EventNames[] an array of (const char *) instead of const tokenlist.

    Helixhorned r3258 9 Dec, 05:24
  • General

    Initialize BADGUY sprite flags for hardcoded enemies.

    Helixhorned r3257 9 Dec, 05:24 Engine
    Show details

    ... instead of switch/case-ing them in A_CheckEnemyTile(). Because this requires bumping BYTEVERSION, we also get rid of the excess trailing bytes in the save game's "rest" data. (See r3052.)

Open the build to see all 6 commits

Build 3255

3 Dec 2012 · 4 commits · 1 author SVN
Open build
  • General

    Lunatic translator: warning options, on_state_end, more bad-identifier chars.

    Helixhorned r3255 3 Dec, 10:24
  • submerging in code.

    Helixhorned r3254 3 Dec, 10:24
  • knee-deep in code.

    Helixhorned r3253 3 Dec, 10:24 Fix
    Show details

    - more codegen - make more members const, some char unsigned - fix some "geom" metamethods - '^' operator

  • General

    gameexec.c: rip out some inline code into VM_Fall() and VM_ResetPlayer().

    Helixhorned r3252 3 Dec, 10:24

November 2012 18 builds · 85 commits

Build 3245

29 Nov 2012 · 4 commits · 1 author SVN
Open build
  • General

    Fix build. It was my fault after all since I forgot common.h in r3243.

    Helixhorned r3245 29 Nov, 06:08 Fix
  • Fix potential crash in version checker.

    Helixhorned r3244 29 Nov, 04:49 Fix
    Show details

    1) see if we actually received anything (if http://eduke32.sourceforge.net/VERSION is unavailable, this returns now instead of continuing with nonsensical data) 2) check if we're getting a token from strtok()

  • General

    Factor dist() and ldist() into common.c.

    Helixhorned r3243 29 Nov, 04:49
  • General

    Move enum vmflags_t to gameexec.c since it's an implementation detail.

    Helixhorned r3242 29 Nov, 04:49

Build 3231

25 Nov 2012 · 8 commits · 1 author SVN
Open build
  • General

    compat.h: slightly reformat the NOWARN-related preprocessor directives.

    Helixhorned r3231 25 Nov, 05:19
  • General

    Expose per-tile nofullbright bit (GL modes only) to DEF.

    Helixhorned r3230 25 Nov, 05:19
    Show details

    The attribute is set per tile from DEF: either nofullbrightrange <begintile> <endtile> or tilefromtexture <tile> { ... nofullbright ... } As a special case, the list may only contain "nofullbright", in which case the texture is not changed. (This is analogous to "texhitscan".) Example: // make piggy's eyes fullbright red only when it fires the shotgun nofullbrightrange 2000 2034 nofullbrightrange 2040 2049 nofullbrightrange 2055 2061

  • General

    Misc. engine cleanups, no functional changes.

    Helixhorned r3229 25 Nov, 05:19 Engine
  • General

    engine.c: factor out 2 pract. ident. pieces of code into try_facespr_intersect.

    Helixhorned r3228 25 Nov, 05:18 Engine
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    The two uses are from hitscan and neartag. The functionality is reproduced exactly (assuming I made no mistake), down to different distance checking (<= vs. <).

  • better protection of array members inside structs.

    Helixhorned r3227 25 Nov, 05:18
Open the build to see all 8 commits