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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February 2011 14 builds · 15 commits

Build 1801

24 Feb 2011 · 1 commit · 1 author SVN
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  • General

    Mapster32 cleanup. The biggest visible change should be the more robust editing near the limits (still not perfect though).

    Helixhorned r1801 24 Feb, 21:40 Engine

Build 1799

22 Feb 2011 · 1 commit · 1 author SVN
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  • General

    Selective auto-correction option for the corruption checker. 'corruptcheck now' will print numbered tags for each warning, which can then be used like this: 'corruptcheck tryfix 20 34-64'. General cleanup; make mapster32 not depend on enet objects.

    Helixhorned r1799 22 Feb, 00:08 FixEngine

Build 1793

13 Feb 2011 · 1 commit · 1 author SVN
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  • General

    use sprite's cstat bit 2048 for approximately the same effect as spritenoshade; some side-view and other editor tweaks

    Helixhorned r1793 13 Feb, 22:48 Engine

Build 1792

13 Feb 2011 · 1 commit · 1 author SVN
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  • General

    temporarily bump the additional space after wall[] to 1024 walltypes in the editor; display map corruption status in upper left corner in the corrupt case.

    Helixhorned r1792 13 Feb, 16:15 FixEngine

Build 1790

11 Feb 2011 · 1 commit · 1 author SVN
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  • General

    * Fix a serious logic mistake with checksectorpointer. Previously, a white wall could 'connect' to a red one, leaving the reverse link intact and creating a situation like this: w_new <-> w <-- w_old.

    Helixhorned r1790 11 Feb, 00:15 FixEngine
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    * Have the corruption checker catch this case among a few other new ones. Rename OSD command 'autocorruptcheck' to simply 'corruptcheck' with options 'corruptcheck <seconds>', 'corruptcheck now' and 'corruptcheck tryfix'. * When pasting sector selection into valid player space (releasing AltGr), ask whether a surrounding outer loop should be created since this is probably not always desired.

Build 1789

7 Feb 2011 · 1 commit · 1 author SVN
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  • General

    fix some issues with compilation on mac osx; make B, N, M keys behave the same as KP1, KP2, KP3 when pointing at a polymer light (hack around keyboard strangeness)

    Helixhorned r1789 written 6 Feb 2011 FixEngine

Build 1787

4 Feb 2011 · 1 commit · 1 author SVN
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  • General

    Fix handling of lotag and friends in generic sprite search. Tags like 65535 which are really (int16_t)(-1) are now also found.

    Helixhorned r1787 written 3 Feb 2011 FixEngine

January 2011 12 builds · 12 commits

Build 1785

30 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Patch from bioman to fix an issue with static linking GTK and to correct the alignment of the fullscreen checkbox in the startup window when building with POLYMER=0

    TerminX r1785 30 Jan, 20:13 FixEngine

Build 1781

26 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Move the new basepal table one step further so that the engine is now aware of it.

    Plagman r1781 26 Jan, 22:35 Engine

Build 1780

23 Jan 2011 · 1 commit · 1 author SVN
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  • General

    With the help of Coccinelle, eliminate a few sector[-1] accesses and calculations of &sector[-1] (bound checking code not committed).

    Helixhorned r1780 23 Jan, 07:30 Engine

Build 1772

16 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Manage base palette as IDs instead of passing pointers around ($10 says I broke something). Corresponding engine change will be coming up; this is in prevision of highpal handling of game palettes.

    Plagman r1772 16 Jan, 19:49 Engine

Build 1763

15 Jan 2011 · 3 commits · 1 author SVN
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  • General

    Run engine source through new version of astyle, add printf() call to OSD_Printf() to facilitate console access through stdin/stdout for dedicated server mode, minor changes to sdlayer to allow operating without actually initializing SDL

    TerminX r1762 15 Jan, 18:50 Engine
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Build 1760

15 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Too much stuff for one commit.

    Helixhorned r1760 15 Jan, 16:23 FixEngine
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    engine: * sector-like sprite clipping now works with x- xor y-flipped actual sprites mapster32: * corruption checker has been hooked up to loading/saving routines to inform/warn the user * also warn if mouse pointer is over corrupt wall which is shown in pink then: you should not move such a wall! * faster map loading by deferring polymer_loadboard to 3d mode entrance (also removes some 'glGetTexLevelParameteriv returned GL_FALSE' warnings) * more logical maphack light handling, the logic is still a bit dodgy though * some menu and misc. function fixup * redundancy elimination... API: * added consts various for 'char *filename' parameters * loadboard() now accepts bit 4 for flags (formerly 'fromwhere')

Build 1754

9 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Make mapster32 know r_downsize parameter. For best caching performance, this and glusetexcache should be the same as for the game. Highpalookup script can now generate maps equivalent to the current PHRP tint defs.

    Helixhorned r1754 9 Jan, 10:53 Engine

Build 1752

3 Jan 2011 · 2 commits · 2 authors SVN
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  • General

    A bunch of mutually unrelated updates.

    Helixhorned r1751 3 Jan, 14:04 FixEngine
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    First, there's a new script for the generation of highpalookup images. Python 2.6, NumPy and PIL are required. Next, the map corruption checker has been ported to C. This is so that Mapster32 will be able to take decisions more cleverly based on the corruptness of the map. It also catches a few more issues like inconsistent nextwall/nextsector tags now. Finally, link the executables with --large-address-aware on Windows. This gives a gig more private virtual memory on XP when booting with /3GB. YMMV, but I can play IW2 with Polymer now.

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