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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March 2013 12 builds · 23 commits

Build 3542

3 Mar 2013 · 9 commits · 1 author SVN
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  • General

    Lunatic translator standalone: allow specifying list files.

    Helixhorned r3539 3 Mar, 08:06 CON
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    All non-option positional arguments after an @ sign are taken as list files: hashes at the beginning of a line denote comments, truly empty lines are ignored, all other lines should contain one root CON file name.

  • CON

    Fix accessing gamearrays on 64-bit archs.

    Helixhorned r3536 3 Mar, 08:06 FixCON
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    From the PM conversation "gamearrays in 64-bit". A test case is the breaking glass at the beginning of the DukePlus map.

  • General

    Lunatic translator: dangling else for the 1000th time: not dangling any more.

    Helixhorned r3534 3 Mar, 08:06 CON
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    Also update test/dangling_else.con. See there for how if* cascades are handled in CON. It's actually kind of pretty. Also, take care to handle code deferred to after the if/if-else properly (ifpdistl, ifpdistg, ifcanseetartet).

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February 2013 11 builds · 19 commits

Build 3529

28 Feb 2013 · 1 commit · 1 author SVN
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  • General

    Lunatic translator: fix codegen for "break" inside while loops.

    Helixhorned r3529 28 Feb, 09:29 FixCON
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    Note: usually, languages call this "continue". Jeez, CON...

Build 3521

24 Feb 2013 · 6 commits · 1 author SVN
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  • export C functions that may call into CON events using the Lua C API.

    Helixhorned r3520 24 Feb, 08:05 CON
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    We must not call these functions using the FFI, since the Lua state is considered locked across such calls.

  • General

    Lunatic translator: nearing a workable state...

    Helixhorned r3516 24 Feb, 08:05 FixCON
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    - some more outer commands - gamearray persistence - faster 'mod': use math.modf instead of math.fmod (the former is JIT-compiled) - checkavail* - THISACTOR special handling - Fix building in Windows (export A_ShootWithZvel instead of A_Shoot).

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Build 3509

19 Feb 2013 · 1 commit · 1 author SVN
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  • add "movement by one" debugging functionality via a.m32.

    Helixhorned r3509 19 Feb, 12:35 FixEngineCON
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    If m32script gamevar "move_by_one" is nonzero, the some keys move the "player arrow" by increments of 1: - Without SHIFT: LEFT/RIGHT absolute x, DOWN/UP absolute y, A/Z absolute z. - With SHIFT: DOWN/UP (unbounded!) horiz, LEFT/RIGHT angle. This can be useful to debug renderer bugs that show a high sensitivity to the exact location ("are transient in space").

Build 3508

18 Feb 2013 · 11 commits · 1 author SVN
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  • General

    CON qsprintf: fix specifying more than one "%s" conversion.

    Helixhorned r3506 18 Feb, 08:07 FixCON
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    Also, slightly better, though still inadequate checking.

  • CON

    don't accept read-only vars for first arg of qstrlen.

    Helixhorned r3505 18 Feb, 08:07 CON
  • General

    Lunatic translator: gamearrays.

    Helixhorned r3503 18 Feb, 08:07 CON
  • General

    Fix derailing CON instruction pointer when gametextz is passed null quote.

    Helixhorned r3500 18 Feb, 08:07 FixCON
  • General

    CON digitalnumber*: move orientation &= (ROTATESPRITE_MAX-1) to G_DrawTXDigiNumZ

    Helixhorned r3499 18 Feb, 08:07 CON
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Build 3467

7 Feb 2013 · 9 commits · 1 author SVN
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  • General

    Rework how the z velocity is passed from *zshoot to A_Shoot().

    Helixhorned r3465 7 Feb, 13:01 CON
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    Previously, actor[].shootzvel (implementation detail, not available to CON) was checked, and if it was !=0, that was the overridden velocity. The value 0 meant "hardcoded, projectile-dependent velocity". But that neccesiated a hack where if zvel 0 was passed and really meant, it needed to be set to 1 instead. Now we have A_ShootWithZvel() taking an additional last argument plus a macro SHOOT_HARDCODED_ZVEL permissible for that argument.

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Build 3452

1 Feb 2013 · 6 commits · 1 author SVN
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  • General

    NULL spriteext[].tpsr after each running EVENT_ANIMATESPRITES for a tsprite.

    Helixhorned r3450 1 Feb, 05:05 EngineCON
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    Meaning that only *ettsprite[THISACTOR] makes sense from CON. It did before too, because .tspr was set before each event run (and not before all runs), only that it was never nulled, which was kind of untidy.

  • remove unused tsprite access via spriteext[].tspr.

    Helixhorned r3449 1 Feb, 05:05 EngineCON
  • General

    Don't set spriteext[].tspr when creating tsprites from the engine.

    Helixhorned r3448 1 Feb, 05:05 EngineCON
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    Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE event and .tspr will be set before it is run.

  • RESPAWN-preview coded in M32-script.

    Helixhorned r3447 1 Feb, 05:05 FixEngineCON
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    The m32script variable 'showrespawn_always' toggles whether the respawned picnum is shown unconditionally instead of only when aimed at (and locked onto the RESPAWN sprite) in 3D mode. Cool idea by Micky C. NOTE: sometimes doesn't work because of a bug in the m32script interpreter.

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January 2013 3 builds · 4 commits

Build 3404

17 Jan 2013 · 6 commits · 1 author SVN
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  • General

    Simplify HUD scale and viewport size logic and clean up related code.

    Helixhorned r3402 17 Jan, 13:59 CON
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    * Make the "classic status bar fullscreen viewport" mode accessible in classic too. * Make range of status bar scale 36..100 * Update ud.statusbarmode when executing OSD command r_size (ud.screen_size). NOTE: ud.statusbarmode is considered internal. Don't use from CON! * Make sure 1) loading any configuration and 2) menu bars work correctly. (The "classic status bar fullscreen viewport" mode will never be restored though because ud.statusbarmode isn't handled by the OSD var system).

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December 2012 5 builds · 6 commits

Build 3329

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

    Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.

    Helixhorned r3328 28 Dec, 09:18 CON
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    In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS], allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE). For Lunatic, they are replaced with weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].

  • 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 3278

12 Dec 2012 · 7 commits · 1 author SVN
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  • 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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