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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December 2012 16 builds · 24 commits

Build 3340

29 Dec 2012 · 7 commits · 1 author SVN
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  • General

    Fix SVN mime-types of binary files.

    Hendricks266 r3339 29 Dec, 03:07 FixEngine
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    Windows batch file: for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G" for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G" for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G" for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G" for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G" for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G" for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G" for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G" svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64

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Build 3329

28 Dec 2012 · 8 commits · 1 author SVN
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  • General

    DEF "voxel": fix a tile range check failure message.

    Helixhorned r3329 28 Dec, 09:18 FixEngine
  • General

    Replace wall of dup'd code in Gv_AddSystemVars with something more readable.

    Helixhorned r3327 28 Dec, 09:18 EngineCON
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    Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars.

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Build 3317

23 Dec 2012 · 3 commits · 1 author SVN
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  • General

    Fix rotation-fixed useractors (those having usertype bit 4 set).

    Helixhorned r3316 23 Dec, 11:24 FixEngine
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    Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).

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Build 3312

23 Dec 2012 · 3 commits · 1 author SVN
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  • General

    engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.

    Helixhorned r3311 23 Dec, 05:59 Engine
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    Unconditionally enabled, but useful for comparing the behavior of the 1-column vline functions against the 2- or 4-column ones.

  • fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.

    Helixhorned r3310 23 Dec, 05:59 FixEngine
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    The former is really only a workaround. Walls/vertical sprites/pskies with ysize 512 (and presumably greater, but this was not tested) are rendered with one shade higher at the borders (1 pixel vlines) because of a certain assumption in the ASM (see comments there). With very dark shades, the palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the end for each. The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled yet. It seems to matter only for the uncommon case where the such pskies repeat in the height. A 1680x1050 window fully covered with such a sky is then rendered at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline routines), so it may be leaning a bit too much on the side of correctness. A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for demonstration purposes.

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Build 3308

20 Dec 2012 · 2 commits · 1 author SVN
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  • in 3D mode's tile info, highlight members of swapped bottom walls.

    Helixhorned r3308 20 Dec, 04:04 Engine
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    - If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>" - highlight pic, shade, pal, cstat in yellow then - in printext256, accept at most 3 digits for the color format string (e.g. ^123)

  • General

    In Polymost, make r_usenewaspect=2 fog independent of screen x size.

    Helixhorned r3307 20 Dec, 04:04 Engine

Build 3306

18 Dec 2012 · 1 commit · 1 author SVN
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  • when pasting single wall, take over bits 4, 1+64 and 8+256.

    Helixhorned r3306 18 Dec, 14:40 Engine
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    That is, everything concerning orientation. Previously, it was wrongly the bitwise NOT of these bits that got taken over. In particular, if bit 2 (swap bottom walls) would get pasted, ridiculousness could ensue.

Build 3303

16 Dec 2012 · 3 commits · 1 author SVN
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  • General

    Move fog calc routines into polymost.c, declare in engine_priv.h.

    Helixhorned r3303 16 Dec, 11:18 Engine
  • General

    Don't enable fog in polymost_printext256() and when drawing tile view in M32.

    Helixhorned r3302 16 Dec, 11:18 Engine
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    The new "r_usenewshading 2" mode could darken these otherwise.

  • General

    Classic-like visibility/fog for OpenGL modes, r_usenewshading 2 (new default).

    Helixhorned r3301 16 Dec, 11:18 Engine
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    Implemented using GL_LINEAR fog. The only source of difference (besides the obvious indexed vs. true color) should now be the distance constant, which still had to be determined experimentally. Polymer implements this mode in its fog fragment program part. Parallaxed skies are always drawn with full visibility, I'm not sure if there are any maps that expect otherwise. Also, accidentally committed: factor out initialization code from polymost_printext256() into gen_font_glyph_tex(), small game.c changes.

Build 3292

14 Dec 2012 · 9 commits · 1 author SVN
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  • correct message when changing shade by small steps ([+], [-], mwheel)

    Helixhorned r3289 14 Dec, 11:28 Engine
  • General

    OpenGL modes: factor out shade factor calculation.

    Helixhorned r3286 14 Dec, 11:28 Engine
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    This also means that the "r_shadescale_unbounded 0" option will work in Polymer (except on models).

  • General

    engine.c: factor a frequent getpalookup() use into getpalookupsh().

    Helixhorned r3285 14 Dec, 11:27 Engine
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Build 3283

14 Dec 2012 · 2 commits · 1 author SVN
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  • General

    Limit attempting to toggle DWM off when using OpenGL modes to Vista/7, because Windows 8 no longer supports disabling DWM. Apparently, Windows 8 contains a software DWM renderer, and all of the "Metro" bs is directly tied to DWM, so there is no longer a way for an app to disable it at will.

    TerminX r3283 14 Dec, 09:13 Engine
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Build 3278

12 Dec 2012 · 7 commits · 1 author SVN
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  • General

    Win64 support! (Meaning it works, not that we recommend it for everyday use.)

    Hendricks266 r3278 12 Dec, 18:37 FixEngine
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    This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs: *libogg 1.3.0 *libvorbis 1.3.3 *zlib 1.2.7 *libpng 1.5.13 *libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd *SDL_mixer 1.2.12 (for RENDERTYPE=SDL) *DirectX import libraries: dsound and dxguid (now included) To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons. All compiler and linker warnings when building in 64-bit mode have been fixed. Remaining 64-bit to-do: - The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll. - RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version(). - DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in. - Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.) This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d. In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them.

  • General

    Port system gamearray access from M32Script to CON. Expose tilesizx and tilesizy.

    Hendricks266 r3274 12 Dec, 18:33 FixEngineCON
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    Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled.

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Build 3266

10 Dec 2012 · 4 commits · 1 author SVN
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Build 3261

9 Dec 2012 · 6 commits · 1 author SVN
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  • General

    Initialize BADGUY sprite flags for hardcoded enemies.

    Helixhorned r3257 9 Dec, 05:24 Engine
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    ... instead of switch/case-ing them in A_CheckEnemyTile(). Because this requires bumping BYTEVERSION, we also get rid of the excess trailing bytes in the save game's "rest" data. (See r3052.)

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November 2012 19 builds · 32 commits

Build 3231

25 Nov 2012 · 8 commits · 1 author SVN
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  • General

    Misc. engine cleanups, no functional changes.

    Helixhorned r3229 25 Nov, 05:19 Engine
  • General

    engine.c: factor out 2 pract. ident. pieces of code into try_facespr_intersect.

    Helixhorned r3228 25 Nov, 05:18 Engine
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    The two uses are from hitscan and neartag. The functionality is reproduced exactly (assuming I made no mistake), down to different distance checking (<= vs. <).

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Build 3223

25 Nov 2012 · 4 commits · 1 author SVN
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  • General

    RENDERTYPE=SDL on Windows, part 2.

    Hendricks266 r3221 written 24 Nov 2012 Engine
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    This introduces winbits.[ch] in the engine, containing layer-independent code migrated from winlayer, including nedmalloc, ebacktrace1, OS version detection, and high-resolution profiling timers. sdlayer has been expanded to include the code from winbits under _WIN32. All uses of RENDERTYPEWIN in the source have been examined and changed to _WIN32 (or removed) where the block in question is layer-independent.

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