EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

Commits per year

Select a year to see its builds
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 1 active

Showing 1,437 builds · 2,949 commits

Export CSV
Display options
Commit details:
Active filters: Type: Fixes Clear all

April 2013 23 builds · 38 commits

Build 3701

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

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

    Helixhorned r3701 21 Apr, 12:55 FixEngine
    Show details

    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.

  • in tsprite access, fix checking min/max/RO; tweak RESPAWN preview.

    Helixhorned r3699 21 Apr, 12:55 FixEngineCON
    Show details

    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
    Show details

    - 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

  • stricter map load time checking for sprites with oob sectnums.

    Helixhorned r3696 21 Apr, 12:55 FixEngine
    Show details

    Sprites are now considered to have out of bounds sector numbers if it is < 0 or >= numsectors (not merely >= MAXSECTORS). If such a sprite is now encountered during post-load, an attempt is made first to assign it a sector number (using updatesector()). If that fails, the sprite is removed from the map. The background is that a dozen of maps do come with such sprites and could previously corrupt the sprite list when loaded.

Open the build to see all 8 commits

Build 3684

15 Apr 2013 · 8 commits · 1 author SVN
Open build
  • General

    In G_MoveStandables() CRACKx handling, fix oob access of DynamicTileMap[].

    Helixhorned r3681 15 Apr, 03:48 Fix
    Show details

    Also, in two cases, don't assign A_IncurDamage() result to a variable if it's not needed.

  • General

    Fix a couple of issues identified in the preceding commit.

    Helixhorned r3680 15 Apr, 03:48 Fix
    Show details

    - In S_PlaySound(), move the sound index bound check above an indexing. - For A_CheckHitSprite(), and A_FindPlayer(), allow NULL second arg. - In A_ShootWithZvel(), make some one-letter vars be int32_t, making storing safeldist() results in them meaningful. - In MaybeTrainKillEnemies(), remove two redundant checks and move another one further up. - Comment that SIDEBOLT1 will never be translucent as was probably intended. - In G_MoveFX(), fix an always-true comparison.

  • General

    Clean up of mostly actors.c, but some other files along the way too.

    Helixhorned r3679 15 Apr, 03:48 FixEngine
    Show details

    - Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF, SPRITES_OF_SECT and new SPRITES_OF_SECT_SAFE macros. - In passing, identify some problems and mark them with 'XXX', but don't attempt to fix them yet. - The usual readability improvements...

Open the build to see all 8 commits

Build 3669

12 Apr 2013 · 3 commits · 1 author SVN
Open build
  • General

    Fix Mapster32 crash caused by custom s_buildRev strings longer than five characters.

    Hendricks266 r3669 12 Apr, 20:49 FixEngine
    Show details

    (Note: We are still vulnerable to crashes here (and likely in other places), but you have (4096-16) extra characters to work with. We should consider replacing many uses of Bsprintf with Bsnprintf.)

  • General

    Fix the pause during display of TENSCREEN.

    Hendricks266 r3667 12 Apr, 20:49 Fix
Open the build to see all 3 commits

Build 3666

12 Apr 2013 · 5 commits · 1 author SVN
Open build
  • General

    In upward moving enemy code of VM_Move(), consider TROR boundaries.

    Helixhorned r3666 12 Apr, 04:59 Fix
    Show details

    This fixes liztroops not passing TROR layers when on the jetpack, as well as other enemies capable of moving upward, and also COMMANDER and DRONE (for which the code is special-cased).

  • fix test.elua after map-int VX and one rename, add one microbenchmark.

    Helixhorned r3664 12 Apr, 04:59 Fix
Open the build to see all 5 commits

Build 3661

10 Apr 2013 · 1 commit · 1 author SVN
Open build
  • General

    Fix something I fucked up with GRP scanning when I added support for the Megaton addon GRPs.

    TerminX r3661 10 Apr, 16:47 Fix

Build 3656

9 Apr 2013 · 1 commit · 1 author SVN
Open build
  • fix stuff after last commits; translator: clean up -f parsing code.

    Helixhorned r3656 9 Apr, 10:34 FixCON
    Show details

    Also, implement 'cmenu' in LunaCON, make 'definequote' also allowed as inner command.

March 2013 22 builds · 40 commits

Build 3631

31 Mar 2013 · 4 commits · 1 author SVN
Open build
  • General

    Fix playing ambient sounds at max volume for split sec on entering their range.

    Helixhorned r3631 31 Mar, 11:58 Fix
    Show details

    This is done by always calling FX_PlayAuto3D() to play such sounds. It now additionally takes a third argument 'loophow', permissible values being FX_ONESHOT and FX_LOOP.

Open the build to see all 4 commits