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 2014 10 builds · 15 commits

Build 4309

8 Feb 2014 · 12 commits · 1 author SVN
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  • General

    In the C code, rename sprite[].filler to 'blend'.

    Helixhorned r4305 8 Feb, 06:37 FixEngineCON
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    Also, fix a missed .filler -> g_ambiencePlaying[] rewrite in the editor. In C-CON, 'detail' is kept as alias to C-side (former) .filler / now .blend, but that name is *deprecated*.

  • factor out polymer_invalidateartmap(), use it in invalidatetile().

    Helixhorned r4304 8 Feb, 06:37 FixEngine
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    This fixes updating the viewscreen in Polymer's ART mapping mode.

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January 2014 9 builds · 16 commits

Build 4279

30 Jan 2014 · 3 commits · 1 author SVN
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  • General

    Reincarnate RTS sound functionality together with cleaning up related code.

    Helixhorned r4278 30 Jan, 11:12 Fix
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    - Make Win+F* also make play and RTS sound, since modern OS's window managers like to eat Alt-F*. (Some Win+F* may be inaccessible too, but together all 10 should hopefully be covered.) - Fix an issue where keys other than F1-F10 were considered as starting an RTS sound and crashing EDuke32 in the process

  • General

    Fix USE_OPENGL=0 build... again. DONT_BUILD.

    Helixhorned r4277 30 Jan, 08:13 Fix
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Build 4276

29 Jan 2014 · 1 commit · 1 author SVN
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  • General

    Fix respawn operation with monsters off, rewriting G_OperateRespawns().

    Helixhorned r4276 29 Jan, 10:32 Fix
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    BUILD_LUNATIC.

Build 4268

27 Jan 2014 · 2 commits · 1 author SVN
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  • Introduce support for PlayStation CD-XA audio, a simple ADPCM format.

    Hendricks266 r4268 27 Jan, 02:30 Fix
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    It's functional, but due to the odd 37.8 KHz nature of the format, I will need to add a resampler to the audiolib to prevent the aliasing artifacts that occur at present. I also hear clicks/pops every so often, but I do not know if a resampler would fix these as well or if they are a separate problem. Note that you cannot directly use the four XA files on the Total Meltdown disc because they each contain eight songs. They would need to be split using a utility I wrote that is outside the scope of this SVN.

  • Fix a harmless C++ warning. (malloc casting, for those interested)

    Hendricks266 r4267 27 Jan, 02:29 Fix
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    EDuke32 has me so accustomed to straight C... using a template and pass-by-reference makes my day.

Build 4260

15 Jan 2014 · 3 commits · 1 author SVN
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  • General

    Per-map ART tiles: don't back up or restore reserved tiles.

    Helixhorned r4259 15 Jan, 12:29 Fix
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    This prevents a crash and maybe other badnesses when e.g. loading a map with ART tiles, doing something that allocates a reserved tile (such as looking into a viewscreen), then loading another map where the tilesiz* of TILE_VIEWSCR is restored to 0.

  • fix one error message, make -h/--help display usage.

    Helixhorned r4258 15 Jan, 12:29 Fix
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    Actually, right now, any first arg starting with '-' will show the usage.

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Build 4254

12 Jan 2014 · 5 commits · 1 author SVN
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  • General

    Fix the startup window freeze under SDL2+Windows when a Yes/No box was supposed to be displayed.

    Hendricks266 r4254 12 Jan, 06:06 Fix
  • General

    Fix a case where the bonus screen would immediately end with an input press because all code between iterations of the bonus screen would execute in less than 1/120th of a second, not leaving any time for totalclock to increment.

    Hendricks266 r4252 12 Jan, 06:05 Fix
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    EDuke32. Where our code runs so fast, it breaks old code.

  • General

    Fix the display of the multiplayer results screen.

    Hendricks266 r4251 12 Jan, 06:05 Fix
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December 2013 6 builds · 8 commits

Build 4200

19 Dec 2013 · 1 commit · 1 author SVN
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  • General

    Rewrite and unify the handling of the scrollwheel between layers, fixing it in the editor's 2D mode and tile selector under SDL.

    Hendricks266 r4200 19 Dec, 23:24 Fix
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    The scrollwheel is unique among PC input because it has no innate "hold length". Previously, the layers gave the mousewheel a fake hold length to allow the not-necessarily-synchronous game/editor code to pick up the input before the layers marked it as "no longer pressed". This passed under Windows, but it didn't slide under SDL. Besides the two problems listed above, it also potentially limited the rate of weapon selection, where scrolling too fast would not register every clicks. [Unrelatedly, this is still the case when you scroll faster than the game's own tickrate, but addressing that would require rewriting input handling to go through a list of "events" for each tic instead of looking at overall pressed/unpressed states.]

Build 4194

6 Dec 2013 · 4 commits · 1 author SVN
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  • General

    Really fix the Pause key on Windows/SDL2.

    Helixhorned r4193 6 Dec, 10:56 Fix
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    This requires enabling the same workaround as for Linux. Maybe it's not system-dependent at all.

  • General

    Do not consider system gamearrays for updating from demos.

    Helixhorned r4191 6 Dec, 10:56 FixCON
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    This generally fixes demo playback. Before, tilesizx[]/tilesizy[] were written into twice as many bytes as needed. Now, don't do that at all.

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