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

February 2013 13 builds · 21 commits

Build 3529

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

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

    Helixhorned r3529 28 Feb, 09:29 FixCON
    Show details

    Note: usually, languages call this "continue". Jeez, CON...

Build 3528

25 Feb 2013 · 7 commits · 1 author SVN
Open build
  • General

    engine.c: in setpolymost2dview(), set gloy=-1 unconditionally.

    Helixhorned r3525 25 Feb, 07:31 FixEngine
    Show details

    This fixes an update issue: start EDuke32 without warping to a map in Polymost, change to classic, and change to Polymost again. The OSD background will be displaced.

  • sector[]:zrangeat(), 'getzrange' command for the translator.

    Helixhorned r3524 25 Feb, 07:31 FixEngine
    Show details

    Also, fix quote commands there.

  • General

    Lunatic translator: codegen fixes, setgamepalette, -fno=onlycheck option.

    Helixhorned r3523 25 Feb, 07:31 Fix
Open the build to see all 7 commits

Build 3521

24 Feb 2013 · 6 commits · 1 author SVN
Open build
  • begin fixing up the code because it's now actually live!

    Helixhorned r3519 24 Feb, 08:05 Fix
  • General

    Lunatic translator: nearing a workable state...

    Helixhorned r3516 24 Feb, 08:05 FixCON
    Show details

    - 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).

Open the build to see all 6 commits

Build 3509

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

    Helixhorned r3509 19 Feb, 12:35 FixEngineCON
    Show details

    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
Open build
  • General

    Disable playing RTS sounds until a crash can be resolved.

    Helixhorned r3508 18 Feb, 08:08 Fix
    Show details

    See comments in the source for details.

  • General

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

    Helixhorned r3506 18 Feb, 08:07 FixCON
    Show details

    Also, slightly better, though still inadequate checking.

  • General

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

    Helixhorned r3500 18 Feb, 08:07 FixCON
Open the build to see all 11 commits

Build 3484

14 Feb 2013 · 4 commits · 1 author SVN
Open build
  • General

    Fix build without Ken's ZIP library (WITHKPLIB not #define'd in compat.h).

    Helixhorned r3484 14 Feb, 08:02 Fix
  • General

    Classic renderer: high-precision sprite drawing, preventing stray lines on top.

    Helixhorned r3483 14 Feb, 08:02 FixEngine
    Show details

    Face- and wall-aligned sprites are drawn using the wall routines in BUILD. However, the per-x-screen-coordinate distance (swall[]) is calculated in a way that potentially incurs great precision loss (for example 5 bits for xdimen=1280, yxaspect=65536). This leads to the starting (top) vertical texture coordinate possibly wrapping to large values, leaving an unsightly "stray line" on top of the sprite from certain viewing angles/horiz values. The approach to fix it has two parts: first, the distance is calculated using float values, preventing the precision loss. Because this doesn't fully prevent the unwanted lines, the texture coords are clamped to the mininum and maximum (0 and UINT32_MAX respectively) when calculating them for sprites. Note that stray lines may still appear at the *bottom* of sprites under certain circumstances, for example when viewing at a y-flipped sprite from above. These should be less noticable in real-world usage though. The feature is guarded by a macro HIGH_PRECISION_SPRITE in case using floating point or 64-bit integers is undesirable/impossible on some platforms.

Open the build to see all 4 commits

Build 3453

1 Feb 2013 · 1 commit · 1 author SVN
Open build
  • General

    Fix all hitscan weapons (not only pistol) wrongly fire without spread at enemies.

    Helixhorned r3453 1 Feb, 11:56 Fix
    Show details

    Introduced in r3358, where I missed a condition inside an 'if'.

Build 3452

1 Feb 2013 · 6 commits · 1 author SVN
Open build
  • RESPAWN-preview coded in M32-script.

    Helixhorned r3447 1 Feb, 05:05 FixEngineCON
    Show details

    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.

Open the build to see all 6 commits

January 2013 15 builds · 24 commits

Build 3428

23 Jan 2013 · 5 commits · 1 author SVN
Open build
  • sync with preceding change, fix r3419.

    Helixhorned r3427 23 Jan, 11:36 Fix
  • General

    Rework hardcoded BADGUY sprite flag initialization (i.e. amend r3257).

    Helixhorned r3426 23 Jan, 11:36 FixEngine
    Show details

    Use a new flag to mark hard-coded enemies, not SPRITE_BADGUY. This fixes an issue where in E1L4, a pigcop would appear in the area you have to crawl under shrunk. Thanks to LLCoolDave1 for pinpointing the range of relevant revisions.

  • General

    Fix USE_OPENGL=0 build.

    Helixhorned r3425 23 Jan, 11:36 Fix
  • fix cycling to the next link sprite with LShift+"]", tweak message.

    Helixhorned r3424 23 Jan, 11:36 FixEngine
Open the build to see all 5 commits

Build 3404

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

    polymost.c: factor out 2x dup'd code into get_projhack_ratio().

    Helixhorned r3401 17 Jan, 13:59 FixEngine
    Show details

    One use was in determining the ray vector for the mouse-aiming hitscan in the editor. Unfortunately, the change doesn't make it any less broken in Polymost, even if the two instances were out of sync.

Open the build to see all 6 commits

Build 3398

16 Jan 2013 · 5 commits · 1 author SVN
Open build
  • more or less fix the auto wall-alignment feature ([.]/[,]).

    Helixhorned r3396 16 Jan, 12:38 FixEngine
    Show details

    - Run it twice, since the first one is wrong. - Warn when attempting to align based on a top-oriented wall. When the sequence of walls to align has "windows", only the bottom parts will be correct. - Make the modifiers actually useful: * Pressing SHIFT aligns at most one wall, remove the old CTRL modifier. * The rest is as before: ALT makes the walls have (approximately) equal texture stretching, ['] (quote) aligns the immediate TROR-nextwalls.

Open the build to see all 5 commits

Build 3393

13 Jan 2013 · 6 commits · 1 author SVN
Open build
  • General

    Fix MUSICANDSFX ambient sounds (bit 2) playing only one instance.

    Helixhorned r3393 13 Jan, 08:40 Fix
    Show details

    This is done by introducing an additional internal bit, meaning "play only one instance". It is set for all sounds which have bit 1 ("repeat in the sound system") set at definesound time, but not those that set bit 1 temporarily (see r3336).

Open the build to see all 6 commits