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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Showing 2017 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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Showing 16 builds · 37 commits

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December 2017 1 build · 2 commits

Build 6563

11 Dec 2017 · 13 commits · 1 author SVN
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  • General

    New event "EVENT_SETDEFAULTS".

    Hendricks266 r6554 11 Dec, 21:13 CON
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    Use this event to change the value of userdefs when initializing cfg settings with defaults. Patch from Fox.

  • General

    New def token for "cutscene": "aspect"

    Hendricks266 r6551 11 Dec, 21:13 CON
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    Overrides the aspect ratio for IVF files. cutscene <path> { aspect <numerator> <denominator> } Note: For ANMs, you can use rotatesprite and setaspect to draw TILE_ANIM (currently defined as 30716) in EVENT_CUTSCENE with a custom aspect. Patch from Fox.

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November 2017 1 build · 10 commits

Build 6522

28 Nov 2017 · 20 commits · 1 author SVN
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  • General

    Revise view background / border drawing code.

    Hendricks266 r6518 28 Nov, 23:29 CON
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    New event "EVENT_UPDATESCREENAREA" Use this event to change the size of the game view, similar to when you press + or -. New event "EVENT_DISPLAYBORDER" Set RETURN to change the background tile of the game view, set -1 to disable the background and border. New userdef structures "screenarea_x1", "screenarea_y1", "screenarea_x2", "screenarea_y2" Use these structures to change the boundaries of the view in EVENT_UPDATESCREENAREA. Patch from Fox.

  • CON

    Add EVENT_RECOGSOUND.

    Hendricks266 r6517 28 Nov, 23:29 CON
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    Set RETURN to -1 to disable the sound played when an enemy awaken. You have to use a command to play a sound, because the bosses use globalsound. Patch from Fox.

  • CON

    Add EVENT_OPENMENUSOUND.

    Hendricks266 r6516 28 Nov, 23:29 CON
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    Set RETURN to the sound played when the menu is opened. -1 to cancel. Patch from Fox.

  • CON

    Add EVENT_DISPLAYEND and EVENT_DISPLAYROOMSEND.

    Hendricks266 r6512 28 Nov, 23:29 EngineCON
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    EVENT_DISPLAYROOMSEND: Triggered right after the game world is rendered and before any sprite above the screen. EVENT_DISPLAYEND: Triggered after the game draws everything above the screen, including menus. A counterpart to EVENT_DISPLAYSTART. Patch from Fox.

  • CON

    Add screenpal command.

    Hendricks266 r6509 28 Nov, 23:29 CON
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    screenpal <r> <g> <b> <a> Similar to palfrom, but works on screen events. Values range from 0 to 255. Patch from Fox.

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September 2017 1 build · 1 commit

August 2017 2 builds · 4 commits

July 2017 4 builds · 4 commits

June 2017 5 builds · 8 commits

Build 6263

24 Jun 2017 · 10 commits · 1 author SVN
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  • CON

    Add EVENT_PRELOADGAME and EVENT_POSTLOADGAME.

    Hendricks266 r6262 24 Jun, 02:21 CON
  • CON

    Add drawline256 and drawlinergb commands that call the internal functions used for the automap lines.

    Hendricks266 r6261 24 Jun, 02:21 EngineCON
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    drawline256 <x0> <y0> <x1> <y1> <index> drawlinergb <x0> <y0> <x1> <y1> <index> <rgb> The coordinates are xdim<<12/ydim<<12 based, not 320<<16x200<<16. <index> is a palette index, and for drawlinergb is used as a fallback in the software renderer. <rgb> is encoded the same as PROJ_FLASH_COLOR.

  • CON

    Add getclosestcol command, which finds the closest palette index given

    Hendricks266 r6259 24 Jun, 02:20 CON
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    getclosestcol <return> <color> <limit> <color> is encoded the same as PROJ_FLASH_COLOR. <limit> is the index of the last palette color that should be considered. Use 255 for the whole palette, 254 to exclude the transparent color, 239 to exclude Duke 3D's fullbrights, etc.

  • CON

    Add EVENT_DISPLAYOVERHEADMAPTEXT.

    Hendricks266 r6258 24 Jun, 02:20 CON
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    Set RETURN to any non-zero value to disable hardcoded display of text. If you wish to replace the hardcoded text, you must check that userdef[].overhead_on == 2 yourself.

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March 2017 1 build · 1 commit

January 2017 1 build · 7 commits

Build 6052

23 Jan 2017 · 30 commits · 1 author SVN
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  • General

    weapons.con.sample: Use full precision when applying weapon scaling.

    Hendricks266 r6035 23 Jan, 03:20 CON
  • General

    weapons.con.sample: Add internal temp variables for rotatesprite parameters that the subroutines need to modify. This fixes weapon scaling.

    Hendricks266 r6034 23 Jan, 03:20 FixCON
  • General

    weapons.con.sample: Rename hud_G_Draw_temp* to hud_int_temp*.

    Hendricks266 r6033 23 Jan, 03:20 CON
  • General

    weapons.con.sample: Only setvar RETURN -1 for values of drawweapon that we actually handle. (Currently all of them, but this is more future-proof.)

    Hendricks266 r6032 23 Jan, 03:20 CON
  • General

    weapons.con.sample: No need to andvar before getting a sine value. The source does that for us.

    Hendricks266 r6031 23 Jan, 03:20 CON
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