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 2012 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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Showing 9 builds · 10 commits

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December 2012 1 build · 1 commit

November 2012 3 builds · 3 commits

Build 3192

15 Nov 2012 · 1 commit · 1 author SVN
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  • General

    Add "ulotag" and "uhitag" to get/setactor/wall/sector, which exposes the tags unsigned, without the typecast to int16_t. This might be useful to someone.

    TerminX r3192 15 Nov, 16:54 EngineCON

Build 3161

14 Nov 2012 · 3 commits · 1 author SVN
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  • General

    Fix the warnings when building with C++, add MSVC C++ build support. This also changes the internal type of lotags, hitags and cstat type fields to uint16_t instead of int16_t to clean up some dubious behavior wherein the code was using a value of 32768 as a flag in these fields for certain types of things, like invisible sprites (using the value as if it was uint16_t) where it was elsewhere checking if the value was < 0 (using the value as if it was int16_t). This change may break a few specific effects if any part of the relevant code was missed when looking for areas that needed to be addressed.

    TerminX r3159 14 Nov, 15:32 FixEngineCON
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    I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)

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October 2012 2 builds · 2 commits

Build 3089

16 Oct 2012 · 1 commit · 1 author SVN
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  • General

    Add some CON defines for friendly names to pass to definegamefuncname. Now, instead of "definegamefuncname 36 something" you would "definegamefuncname GAMEFUNC_TURNAROUND something". It's just a little something to make CON files more readable.

    TerminX r3089 16 Oct, 10:05 CON

May 2012 3 builds · 4 commits

Build 2660

17 May 2012 · 1 commit · 1 author SVN
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  • General

    Fix EVENT_CHECKTOUCHDAMAGE (the change to how events handle RETURN broke it)

    TerminX r2660 17 May, 13:47 FixCON

Build 2659

17 May 2012 · 2 commits · 1 author SVN
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  • General

    Alternate implementation of EVENT_SOUND that better covers all hard coded sounds (menus, boss recognition sounds, etc)

    TerminX r2659 17 May, 10:33 CON
  • General

    Fix breakage of EVENT_WEAPKEYx after r2656

    TerminX r2658 17 May, 10:23 FixCON

Build 2652

14 May 2012 · 1 commit · 1 author SVN
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  • General

    Addition of 3 events:

    TerminX r2652 14 May, 11:12 FixEngineCON
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    EVENT_SOUND: triggered upon playback of any sound, this allows the "hard coded" sounds to be altered in a context-aware fashion instead of having to resort to clunky hacks like replacing them with a blank sound effect. RETURN var iable is set to the sound effect # of the sound to be played, or -1 to cancel playback. EVENT_CHECKTOUCHDAMAGE: triggered in P_CheckTouchDamage() whenever the player collides with anything. Value of RET URN is set to the result provided by clipmove() and so can be decoded in the same way. Value of RETURN when the event is over can also be manipulated to control some of the hard coded damage effects. EVENT_CHECKFLOORDAMAGE: triggered in P_CheckFloorDamage(), RETURN is simply the picnum of the floor of the sector t he player is in. Can be used to cancel hard coded floor damage effects or to make other tiles exhibit the same eff ects Other misc fixes and cleanups, including a possible workaround for Duke Plus SECTOREFFECTOR light issues wherein all SE49 and SE50 that have a statnum of STAT_EFFECTOR are simply changed to STAT_LIGHT during the STAT_EFFECTOR loop now.