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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May 2013 16 builds · 33 commits

Build 3813

24 May 2013 · 10 commits · 1 author SVN
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  • implement dragpoint, clipmove*; fix gamearray serialization.

    Helixhorned r3812 24 May, 06:54 FixEngineCON
  • don't extern 'clipmovetraceboxnum', add a new func. clipmovex() instead.

    Helixhorned r3811 24 May, 06:54 Engine
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    The 'x' is for "extended", since its last arg is a switch of whether to disable sliding. Use that from gameexec.c.

  • General

    For DNCOORDS display, add current sprite count and #inserted sprites / last sec.

    Helixhorned r3808 24 May, 06:54 Engine
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    Only in debugging builds.

  • Add -Wall option and sector[].*bunch, warn on some NYI gamevar flags.

    Helixhorned r3804 24 May, 06:54 EngineCON
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Build 3780

16 May 2013 · 7 commits · 1 author SVN
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  • when 3D-inserting sprite higher than z extent, position at floor...

    Helixhorned r3780 16 May, 14:54 Engine
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    ... when aiming at the floor.

  • fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)

    Helixhorned r3779 16 May, 14:54 FixEngine
  • General

    engine.c: add tile offset debugging code guarded by DEBUG_TILEOFFSETS.

    Helixhorned r3777 16 May, 14:54 Engine
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    Also, update test_tileoffsets.map with a new 'dimension': cstat 128 (sprite centering). It has an issue in Polymer marked with a silver D.

  • fix floor sprites with y flipping by removing special-case code.

    Helixhorned r3776 16 May, 14:54 FixEngine
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    This fixes the case marked with the silver letter C in test_tileoffsets.map. The orientation of the sprites is correct (matches classic) as far as I can see, there are now only problems with translation.

  • rewrite sprite x/y flipping so that data flow is explicit.

    Helixhorned r3775 16 May, 14:54 Engine
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    Also, add some defines for sprite cstats to build.h (SPR_*) and use them.

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Build 3764

14 May 2013 · 9 commits · 1 author SVN
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  • General

    Get rid of that old model occlusion checking hack I wrote for Polymost years ago. I actually didn't know this was still in EDuke32... it's one of the worst things I've ever written. :p

    TerminX r3764 14 May, 19:19 Engine
  • General

    A bit more work on the Polymost shade table mode (r_usetileshades)

    TerminX r3763 14 May, 19:19 Engine
  • General

    Add an experimental shading mode to Polymost for .art tiles, in which extra textures are allocated for each shade level based on the classic mode shade tables. Enable with r_usetileshades 1 (disabled by default). This uses a lot of memory and is still very WIP (a lot of the shading is completely wrong at this point).

    TerminX r3761 14 May, 19:18 FixEngine
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    Also, further refactor texcache code.

  • General

    Fix issue with Polymer checkbox in startup window, as reported at http://forums.duke4.net/topic/2961-paper-cuts-minor-bugs-and-annoyances/page__view__findpost__p__158208

    TerminX r3760 14 May, 19:17 FixEngine
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Build 3748

10 May 2013 · 6 commits · 1 author SVN
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  • make 'corruptcheck tryfix ?' (or '??') not require c. number range.

    Helixhorned r3747 10 May, 05:31 FixEngine
  • for some nextwall/nextsector corruptions, suggest making wall white.

    Helixhorned r3746 10 May, 05:31 FixEngine
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    Selected by writing e.g. 'corruptcheck tryfix 1-14 ??' in the console. Like with the first alternative, the corruption numbers / range (here, 1-14) must be given.

  • General

    Mapster32 corruptcheck: on nextsector/nextwall oob, suggest making wall white.

    Helixhorned r3745 10 May, 05:31 FixEngine
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    ... in the auto-correction. Also, - make two similar corruptions level 5 (wallptr oob, wallptr+wallnum oob). - in drawscreen_drawwall(), do a more strict bound check, not only >=0.

  • General

    Mapster32 corruptcheck: if some members out of MAX bounds, signal level 5.

    Helixhorned r3744 10 May, 05:31 FixEngine
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Build 3741

7 May 2013 · 1 commit · 1 author SVN
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  • Hook ART mapping to rotatesprite.

    Plagman r3741 7 May, 23:53 Engine
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    The visibility calculation relies on the distance, which might not be entirely accurate in rotatesprite, so maybe it'll be too dark in some cases.

Build 3737

7 May 2013 · 1 commit · 1 author SVN
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  • General

    Finish Polymer cancer mode and enable by default.

    Plagman r3737 7 May, 00:48 FixEngine
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    TODO: figure out wtf is wrong with rotatesprite, linear filtering.

April 2013 14 builds · 28 commits

Build 3712

25 Apr 2013 · 4 commits · 1 author SVN
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  • auto-detect LameDuke's PALETTE.DAT and read tables accordingly.

    Helixhorned r3709 25 Apr, 14:10 Engine
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    LameDuke's shade table has 32 gradients of shade, like Duke3D. For the translucency table though, only the diagonal + one half is stored because it's symmetric (50/50 translucency).

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Build 3708

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

    Automatically execute mapname.cfg at map load time. This allows different maps in mods to have different rendering settings (shadescale, etc). This is not currently suitable for standalone user maps as there's no functionality to reset such cvars back to default at the next map load (so, if using this in a mod, every map needs to have a cfg).

    TerminX r3706 25 Apr, 10:48 Engine
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Build 3704

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

    a.m32: add user variable 'override_basepal'.

    Helixhorned r3704 22 Apr, 03:35 Engine
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    Set it to >=0 to override the base palette (water, slime, ...) in 3D mode. This can be useful to navigate Lameduke's underwater sections, since its LOOKUP.DAT only contains 8 lookup tables, but no other *base* palettes. Consequently, base palettes >=1 will make the whole screen black when Lameduke's LOOKUP.DAT is loaded into EDuke32 or Mapster32.

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Build 3701

21 Apr 2013 · 8 commits · 1 author SVN
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  • General

    Classic drawmasks(): if sprite is on other side of maskwall, always draw it first.

    Helixhorned r3701 21 Apr, 12:55 FixEngine
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    This fixes the bug reported here: http://forums.duke4.net/topic/5340-bug-with-masked-walls/page__view__findpost__p__123233 But I haven't checked the change for any adverse effects.

  • General

    engine.c: stylistic tweaks of drawmasks().

    Helixhorned r3700 21 Apr, 12:55 Engine
  • in tsprite access, fix checking min/max/RO; tweak RESPAWN preview.

    Helixhorned r3699 21 Apr, 12:55 FixEngineCON
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    This fixes RESPAWN preview wrongly clamping the previewed tsprite z coords to [-524288 .. 524288] (x/y limits). Also, make the previewed tsprites be 33% translucent with the option of 66% translucency by setting 'showrespawn_fulltrans' to 1 in a.m32.

  • in quick tile selection [G], if tile is nonexistent, revert it.

    Helixhorned r3698 21 Apr, 12:55 FixEngine
  • tweak the 'loaded map' message a bit.

    Helixhorned r3697 21 Apr, 12:55 FixEngine
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    - colorize the trailing part if there is corruption or (new) if sprites were removed - also corrupt-check when loading <V7 map - move start{pos,ang,sectnum} to build.c - remove pointless ...[].extra = -1 before loading map, scantoasc*[] comment

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Build 3688

16 Apr 2013 · 2 commits · 1 author SVN
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  • General

    Mask the seam that shows up when drawing the scuba HUD overlay in OpenGL by drawing SCUBAMASK 3 times... once at the left position + 1, and then at the proper left and right positions. It's definitely a hack, but at least it lives on the game side of things.

    TerminX r3688 16 Apr, 15:37 Engine
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