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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June 2013 2 builds · 8 commits

Build 3850

2 Jun 2013 · 2 commits · 1 author SVN
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  • General

    Fix the display of numbers with TEXT_GAMETEXTNUMHACK and TEXT_XOFFSETZERO. (Fix level stats, part 2.)

    Hendricks266 r3850 2 Jun, 22:26 Fix
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    The commit revises the definition of qstrdim when TEXT_[XY]OFFSETZERO are used. With these flags, the offsets the user specifies are now the only dimensions the function cares about in terms of tile placement, so depending on the difference between the offset(s) and the size of the final tile, it may be slightly more or less than the dimensions actually displayed on the screen because tile size is never taken into account. (For example, if your font is nominally 9x7 like the Duke bluefont and you use a TEXT_XOFFSETZERO of 5 with a string five characters long, the total x dimension will be 25 even though the last character will overhang that amount by four pixels. If you use a TEXT_XOFFSETZERO of 12 with the same string, the total x width will be 60 even though there will be three pixels of empty space on the right edge.) This change was made because assigning text an arbitrary constant width in general implies an intent to keep character positions constant even with a variable width font, but returning the visible span of pixels on the screen that the tiles cover would have caused the string to move when alignment options other than the top-left were used. In other words, you can now safely use TEXT_[XY]OFFSETZERO with the alignment options and the text won't jiggle. Also, with TEXT_GAMETEXTNUMHACK, numerals are now effectively TEXT_XOFFSETZERO text that respect the above paragraph, so number count displays can look nice with alignment options too. Having to modify the extent/offset code makes me realize that I'm not quite happy with its structure because it gets tangled juggling different concepts like character width, X offset, and spacing, and how they relate when the line wraps or in terms of the final size. Fortunately, it produces correct results as far as I know, and it's not necessarily ugly, just hard to understand. Handle with care.

  • General

    Fix display of level stats by fixing G_ScreenText() handling of (orientation & 2).

    Hendricks266 r3849 2 Jun, 22:26 Fix

Build 3839

1 Jun 2013 · 6 commits · 1 author SVN
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  • General

    Replace use of preprocessor macro WIN32 with _WIN32. (Blame clang.)

    Hendricks266 r3839 written 31 May 2013
  • General

    Make improvements utilizing G_ScreenText().

    Hendricks266 r3838 written 31 May 2013
  • General

    For all HUD and text shadows that use pal 4, also use shade 127.

    Hendricks266 r3837 written 31 May 2013
  • General

    Text wrapper conversion.

    Hendricks266 r3836 written 31 May 2013
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    G_PrintGameText(), minitext_(), G_DrawTXDigiNumZ(), and menutext_() now wrap G_ScreenText(). G_GameTextLen() now wraps G_ScreenTextSize(). G_DrawDigiNum_() now wraps G_DrawTXDigiNumZ().

  • General

    Prettify the DEF progress meter by relocating '\n' en masse.

    Hendricks266 r3835 written 31 May 2013
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    It should be transparent even with the meter disabled.

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May 2013 2 builds · 3 commits

April 2013 3 builds · 10 commits

Build 3676

13 Apr 2013 · 3 commits · 1 author SVN
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Build 3669

12 Apr 2013 · 3 commits · 1 author SVN
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  • General

    Fix Mapster32 crash caused by custom s_buildRev strings longer than five characters.

    Hendricks266 r3669 12 Apr, 20:49 FixEngine
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    (Note: We are still vulnerable to crashes here (and likely in other places), but you have (4096-16) extra characters to work with. We should consider replacing many uses of Bsprintf with Bsnprintf.)

  • General

    Add newlines to some diagostic log messages that lack them and need them.

    Hendricks266 r3668 12 Apr, 20:49
  • General

    Fix the pause during display of TENSCREEN.

    Hendricks266 r3667 12 Apr, 20:49 Fix

March 2013 10 builds · 26 commits

Build 3612

25 Mar 2013 · 2 commits · 1 author SVN
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  • General

    Fix a case in minitext_() overlooked by r3608.

    Hendricks266 r3612 25 Mar, 12:19 Fix
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    (This should fix the inventory item box in the statusbar.)

  • Properly implement rotatesprite16 by adding ROTATESPRITE_FULL16 to orientation.

    Hendricks266 r3611 25 Mar, 12:19 CON

Build 3610

24 Mar 2013 · 5 commits · 1 author SVN
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  • General

    Add "rotatespritea" to CON and M32script.

    Hendricks266 r3610 24 Mar, 21:33 CON
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    I hope I didn't bruise Lunatic too much.

  • General

    Implement alpha into rotatesprite (rotatesprite_) on the engine side.

    Hendricks266 r3609 24 Mar, 21:32 Engine
  • General

    Add orientation bit 2048, enumerated as ROTATESPRITE_FULL16, which is a courtesy provided by the engine for the purpose of the game to internally force use of full 32-bit coordinates. With this bit set, all CON screen drawing commands can use rotatesprite16-like coordinates.

    Hendricks266 r3608 24 Mar, 21:31 EngineCON
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    While the functionality was already internally in place for gametext as one of two hacks using ROTATESPRITE_MAX (the other still used by minitext_() to align with the statusbar) we must codify a bit in the engine for safe external use. (Otherwise, ROTATESPRITE_MAX could/would theoretically increase and leave modders high and dry.) (Dev note: In G_DrawTXDigiNumZ(), ROTATESPRITE_MAX was used to bitshift the value used to calculate digit spacing for no reason I can ascertain other than to introduce rounding errors into the zoom/textscale calculations. It was never used anywhere, so I removed it.) Bonus: The scaling code for digitalnumberz and gametextz has been modified so that the spacing is no longer affected by rounding errors. Try animating the zoom value and compare how the text used to jump but now does not.

  • General

    Hackily implement spriteext.alpha into Classic by internally attaching 33% and 66% to the cstat bits.

    Hendricks266 r3607 24 Mar, 21:31
  • General

    Relax CAPITALIZATION restrictions.

    Hendricks266 r3606 24 Mar, 21:31

Build 3582

21 Mar 2013 · 2 commits · 1 author SVN
Open build
  • Wii

    Fix Mapster32. It runs now.

    Hendricks266 r3582 21 Mar, 02:49 FixEngine
  • Add the default installation paths for the GOG.com release of Duke Nukem 3D: Atomic Edition and the Steam release of Duke Nukem 3D: Megaton Edition (if they exist) to EDuke32's search path.

    Hendricks266 r3581 21 Mar, 02:48

Build 3580

18 Mar 2013 · 5 commits · 1 author SVN
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  • General

    Process ART animations on tspr->picnum early in all three renderers.

    Hendricks266 r3580 18 Mar, 23:23 Engine
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    This enables ART animations to take effect on voxels in classic, voxels and models in Polymost, and models in Polymer.

  • General

    Save the configuration files whenever a savegame is made.

    Hendricks266 r3579 18 Mar, 23:23
  • General

    Prevent the middle chaingun muzzleflash from animating its position when the player is frozen.

    Hendricks266 r3578 18 Mar, 23:22 Fix
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    The unmodified behavior is completely wrong and I don't see how any mod could ever use it.

  • General

    weapons.con.sample: Fix three C to CON porting bugs. Thanks to Fox for the reports.

    Hendricks266 r3577 18 Mar, 23:22 FixCON
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    (Modders who used an older version: Take a look at the SVN diff, the fixes can easily be applied by hand.)

  • General

    Add to r3544.

    Hendricks266 r3576 18 Mar, 23:22

Build 3554

3 Mar 2013 · 2 commits · 1 author SVN
Open build
  • General

    Fix osxbuild.sh and wiibuild.bat after r3551.

    Hendricks266 r3554 3 Mar, 23:49 Fix
  • General

    Connect spriteext.alpha to models and voxels in Polymost.

    Hendricks266 r3553 3 Mar, 23:49 Engine
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    This code is neat, tidy, organized, and sensical!

Build 3545

3 Mar 2013 · 3 commits · 1 author SVN
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  • General

    Make stopping of all sounds after completion of LOGO.ANM conditional on the newly introduced (LOGO_FLAGS & LOGO_STOPANIMSOUNDS). Modifies r3217.

    Hendricks266 r3545 3 Mar, 17:24
  • General

    Patch up some broken hardcoded behavior with regard to the Sentry versions of the bosses (minibosses), as suggested by Fox.

    Hendricks266 r3544 3 Mar, 17:23 Fix
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    This should have no adverse effects or side-effects. The changes only apply if a modder chose to use completely broken functionality in the first place.

  • General

    Connect spriteext.alpha to Polymost.

    Hendricks266 r3543 3 Mar, 17:23 Engine
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    Ugh, global variable hacks. Excuse me while I wash my hands.

February 2013 2 builds · 5 commits

Build 3497

18 Feb 2013 · 2 commits · 1 author SVN
Open build
  • Wii

    Take advantage of libogc features: PNG screenshots (libpng/zlib), Ogg Vorbis audio (libtremor), and high-resolution profiling timers.

    Hendricks266 r3497 18 Feb, 00:50
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    FLAC and VPX remain out in the cold.

  • Wii

    Fix most warnings. Three remain: two are labeled with FIXMEs; the third consists of signed/unsigned comparisons involving LSWAPIB() in kplib.c.

    Hendricks266 r3496 18 Feb, 00:50 Fix

Build 3495

18 Feb 2013 · 3 commits · 1 author SVN
Open build
  • Wii

    Add Homebrew Channel metadata for Mapster32 and expand the build process to easily allow its addition. Unfortunately it closes on launch without any log and I don't have any means to debug it, so it remains disabled. (Who wants to map on a TV with 640x480 resolution anyway?)

    Hendricks266 r3495 18 Feb, 00:49 Engine
  • Wii

    Fix build.

    Hendricks266 r3494 18 Feb, 00:48 Fix
  • General

    Add a new psd of the logo that hue shifts the original orange color to what should be the correct blue color. Oddly, this gives a slightly different result to hue-shifting the final product in GIMP afterwards. This should be investigated further.

    Hendricks266 r3493 18 Feb, 00:47

January 2013 3 builds · 7 commits