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 2014 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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Showing 31 builds · 169 commits

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May 2014 2 builds · 6 commits

March 2014 2 builds · 3 commits

Build 4399

26 Mar 2014 · 2 commits · 1 author SVN
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  • General

    Tidy menu code in advance of complete redesign.

    Hendricks266 r4399 26 Mar, 02:14 Fix
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    This replaces all remaining magic numbers with enumerations thereof. It also tweaks the following, even though most will be irrelevant post-rewrite: -Remove unused menus -Properly center the nuke icon in Duke and the star icon in NAM -Fix the multiplayer macro editing menu: --Position the currently editing quote its proper spot instead of beneath the first row --Don't highlight the first quote while editing a different one --Select the quote just edited when finished editing instead of the first one -Fix the cursor of a centered text input field (such as the adult mode password) -Implement proper shade glowing of selected menu entries in Joystick Settings, Joystick Axes, and Joystick Dead Zones -Shift the the Joystick Axes menu down to avoid overlapping the title bar -Change the title of mouse digital axis assignment "Digital Axes Setup" instead of "Advanced Mouse" -Fix the behavior of the Next button in Joystick Dead Zones to not act like a scrollbar

  • General

    Revert rev.h.

    Hendricks266 r4398 26 Mar, 02:13 Fix

February 2014 4 builds · 14 commits

Build 4344

22 Feb 2014 · 3 commits · 1 author SVN
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  • Introduce m32_settings.cfg, analogous to settings.cfg, so that you can save your cvars and aliases for the editor.

    Hendricks266 r4344 22 Feb, 00:03 Engine
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    One potential use is to add r_togglecomposition "0" if you don't like Aero turning on and off every time you switch between 2D mode and 32-bit 3D mode.

  • General

    Build system: Detect the SVN revision and generate rev.h directly from the Makefile, if applicable.

    Hendricks266 r4343 22 Feb, 00:02
  • General

    Further optimize our SDL_Renderer for 8-bit by making the SDL_Texture SDL_TEXTUREACCESS_STATIC, saving some RAM without any loss of functionality.

    Hendricks266 r4341 22 Feb, 00:02

Build 4323

10 Feb 2014 · 8 commits · 1 author SVN
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  • General

    Networking updates.

    Hendricks266 r4322 10 Feb, 03:00
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    - Added preprocessor value NETVERSION, to be incremented in the source whenever changes are made to the network protocol. - Implemented proper server-side version verification of all clients upon connection. - Implemented connection refusal when we reach MAXPLAYERS. (Should be expanded to implement server player caps.) - Protected against OOB array accesses if an invalid player id is received. - Renamed all "Recieve" to "Receive".

  • General

    Fix warnings when building in C++11 mode, i.e. with CPLUSPLUS=1 CUSTOMOPT="--std=gnu++11".

    Hendricks266 r4321 10 Feb, 03:00 Fix
  • Add support for x64 building and all synthesis libs (libpng/zlib, libvpx, libFLAC).

    Hendricks266 r4320 10 Feb, 02:59
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    External ogg/vorbis are no longer required.

  • Full library refresh.

    Hendricks266 r4319 10 Feb, 02:58
  • General

    Don't crash if for some reason your CONs don't define actors like SHOTSPARK1, which has its strength value used in hardcoded behavior.

    Hendricks266 r4318 10 Feb, 02:56 Fix
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January 2014 4 builds · 20 commits

Build 4274

27 Jan 2014 · 6 commits · 1 author SVN
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  • General

    Print "32-bit"/"64-bit" along with the version number in the log.

    Hendricks266 r4274 27 Jan, 02:31
  • General

    Remove "-fpermissive" from C++ builds because we don't need it.

    Hendricks266 r4273 27 Jan, 02:31
  • gltexinvalidatetype(INVALIDATE_ART) so that loading or unloading an ART set will take effect when using the OpenGL renderers.

    Hendricks266 r4272 27 Jan, 02:31 Engine
  • Don't use SDL_Renderer if it is a software fallback, because that would only waste memory and speed.

    Hendricks266 r4271 27 Jan, 02:30
  • Eliminate a memory leak when changing resolutions with SDL_Renderer 8-bit mode.

    Hendricks266 r4270 27 Jan, 02:30 Fix
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Build 4268

27 Jan 2014 · 2 commits · 1 author SVN
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  • Introduce support for PlayStation CD-XA audio, a simple ADPCM format.

    Hendricks266 r4268 27 Jan, 02:30 Fix
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    It's functional, but due to the odd 37.8 KHz nature of the format, I will need to add a resampler to the audiolib to prevent the aliasing artifacts that occur at present. I also hear clicks/pops every so often, but I do not know if a resampler would fix these as well or if they are a separate problem. Note that you cannot directly use the four XA files on the Total Meltdown disc because they each contain eight songs. They would need to be split using a utility I wrote that is outside the scope of this SVN.

  • Fix a harmless C++ warning. (malloc casting, for those interested)

    Hendricks266 r4267 27 Jan, 02:29 Fix
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    EDuke32 has me so accustomed to straight C... using a template and pass-by-reference makes my day.

Build 4254

12 Jan 2014 · 5 commits · 1 author SVN
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  • General

    Fix the startup window freeze under SDL2+Windows when a Yes/No box was supposed to be displayed.

    Hendricks266 r4254 12 Jan, 06:06 Fix
  • Reintroduce SDL_Renderer for the classic renderer so that the Steam Overlay can function with it.

    Hendricks266 r4253 12 Jan, 06:05 Engine
  • General

    Fix a case where the bonus screen would immediately end with an input press because all code between iterations of the bonus screen would execute in less than 1/120th of a second, not leaving any time for totalclock to increment.

    Hendricks266 r4252 12 Jan, 06:05 Fix
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    EDuke32. Where our code runs so fast, it breaks old code.

  • General

    Fix the display of the multiplayer results screen.

    Hendricks266 r4251 12 Jan, 06:05 Fix
  • General

    Run Net_SendClientInfo() after game state creation to properly set up the player's user_name.

    Hendricks266 r4250 12 Jan, 06:05

Build 4249

12 Jan 2014 · 7 commits · 1 author SVN
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  • General

    Block off hacks for the primitive splitscreen CON mod with SPLITSCREEN_MOD_HACKS so they are no longer compiled.

    Hendricks266 r4249 12 Jan, 06:04 EngineCON
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    These hacks could no longer be allowed to co-opt the fake multiplayer mode, used for local testing and mod development. I have half a mind to remove the hacks outright because they could be likened to drilling bolts directly into your car engine just so you could mount a bowling ball as a hood ornament. However, I don't want to take away the splitscreen hack mod from anyone who uses it, and the work done on these hacks should be useful if proper splitscreen were implemented internally using per-player input and multiple renderer/audio passes.

  • Add Ken's "todo list from the Build days" alongside his other documentation.

    Hendricks266 r4248 12 Jan, 06:04
  • General

    For DISABLEINLINING=1, apply __fastcall to make up for the lack of inlining.

    Hendricks266 r4247 12 Jan, 06:04
  • General

    Always run tsprites with statnum TSPR_TEMP though EVENT_ANIMATESPRITES, such as the "show opponent's weapon" in multiplayer.

    Hendricks266 r4246 12 Jan, 06:03 EngineCON
  • General

    SDK/Samples: Add "startpos.m32", a helper script for spawn points.

    Hendricks266 r4245 12 Jan, 06:03 Engine
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    You can: -Cycle your position through all DM or coop spawn points. -Jump to the primary spawn point. -Dump full spawn point information to the log file.

Open the build to see all 7 commits