EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

Commits per year

Showing 2018 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 3 active

Showing 13 builds · 16 commits

Export CSV
Display options
Commit details:

August 2018 1 build · 1 commit

July 2018 1 build · 2 commits

Build 6955

22 Jul 2018 · 10 commits · 1 author SVN
Open build
  • General

    Create P_GetOverheadPal() and restore the DOS definition of it.

    Hendricks266 r6955 22 Jul, 19:56 Engine
    Show details

    DOS: the player sprite's pal (including pants color and frozenness), unaffected by sector floor pal what the code had for some reason: the sector's floor pal, neglecting the nofloorpal bit, frozenness, and the player's pants color I contend that it is okay for the automap sprite to ignore the sector's color for map legibility purposes.

  • General

    Clean up variables in overhead map player sprite draw code.

    Hendricks266 r6953 22 Jul, 19:56 Engine
Open the build to see all 10 commits

May 2018 1 build · 1 commit

Build 6892

21 May 2018 · 1 commit · 1 author SVN
Open build
  • CON

    Revert r6526 and r6527. This restores the longstanding behavior of the killit command, and setting sprites' xrepeat to zero, to not actually delete sprites unless their statnum is STAT_ACTOR or STAT_MISC. Be sure to set a sprite's statnum to one of these statnums if you want it to be deleted.

    Hendricks266 r6892 21 May, 22:59 FixEngineCON
    Show details

    This should fix the broken E1L1 sector warp in the existing release of the Duke 64 mod, and the Polymer light culling used in HHR.

April 2018 1 build · 1 commit

March 2018 4 builds · 4 commits

Build 6775

16 Mar 2018 · 8 commits · 2 authors SVN
Open build
  • CON

    Add EVENT_DAMAGESPRITE, EVENT_POSTDAMAGESPRITE, EVENT_DAMAGEWALL, EVENT_DAMAGECEILING, and EVENT_DAMAGEFLOOR.

    Hendricks266 r6771 16 Mar, 20:26 EngineCON
    Show details

    In these events, THISACTOR is the projectile (or source of damage), and RETURN is the sprite/wall/sector affected. Set RETURN to -1 to cancel any hardcoded effects. ud.return 1 through 5 are the parameters passed to hitradius if RADIUSEXPLOSION is the source of the damage. ud.return 1 is -1 otherwise. New tokens "damageeventtile" and "damageeventtilerange" or tiledata[].gameflags & SFLAG_DAMAGEEVENT to enable processing for receivers with corresponding tilenums. CON commands to replicate hardcoded effects (beyond switching tilenums, such as spawning glass) are forthcoming. Use of EVENT_DAMAGEHPLANE is hereby discouraged. Patch from Striker, based on work by Fox.

Open the build to see all 8 commits

January 2018 5 builds · 7 commits

Build 6597

25 Jan 2018 · 9 commits · 1 author SVN
Open build
  • General

    Display sprite shadows in Polymer if dynamic lighting is disabled.

    Hendricks266 r6595 25 Jan, 20:35 Engine
    Show details

    Patch from Fox.

  • General

    Fix the aspect of save thumbnails in Polymost / Polymer in widescreen.

    Hendricks266 r6593 25 Jan, 20:35 FixEngine
    Show details

    Patch from Fox.

  • General

    Fix visibility in Polymer with r_usenewshading 4 and palette emulation off.

    Hendricks266 r6590 25 Jan, 20:35 FixEngine
    Show details

    Move some visibility-related constants from Polymer "core" code elsewhere. Patch from Fox.

Open the build to see all 9 commits

Build 6582

17 Jan 2018 · 1 commit · 1 author SVN
Open build
  • General

    When SE 17 can't find the next sector for the floor, use the heuristic added for ceilings in r3013 to determine the floorz, replacing the game exit added in r2971.

    Hendricks266 r6582 17 Jan, 20:28 Engine

Build 6581

15 Jan 2018 · 1 commit · 1 author SVN
Open build
  • General

    Revert the parts of r3159 corresponding to redefining lotag and hitag as unsigned, so that they are once again signed.

    Hendricks266 r6581 15 Jan, 15:13 FixEngine
    Show details

    Any issues in Duke's code relating to misunderstanding these types are now restricted to Duke itself rather than changing the engine and potentially introducing new issues in all Build games.