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 22 builds · 40 commits

Build 3572

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

    Lunatic translator embedded: handle command line arguments.

    Helixhorned r3572 17 Mar, 11:11 Fix
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    Also, fix an error() call in control.lua:gamearray_file_common().

  • General

    Lunatic translator: else if* -> elseif, fix codegen for "if {}".

    Helixhorned r3569 17 Mar, 11:11 Fix
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    The first transformation makes the "control structure too long" error appear only with larger if/else cascades, though it's still possible.

  • General

    Lunatic translator: dynamic tile remapping.

    Helixhorned r3568 17 Mar, 11:11 Fix
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    Also, fix message when tiles get remapped in debugging builds.

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Build 3545

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

    Patch up some broken hardcoded behavior with regard to the Sentry versions of the bosses (minibosses), as suggested by Fox.

    Hendricks266 r3544 3 Mar, 17:23 Fix
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    This should have no adverse effects or side-effects. The changes only apply if a modder chose to use completely broken functionality in the first place.

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Build 3542

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

    Fix starttrack crashing when a "null music" is selected.

    Helixhorned r3542 3 Mar, 08:06 Fix
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    Introduced with the refactoring in r3490.

  • make con.ai accept literal action/move, check for calling from top.

    Helixhorned r3541 3 Mar, 08:06 Fix
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    Also, fix con._setgamepalette.

  • General

    Lunatic translator: fix some codegen and some commands.

    Helixhorned r3537 3 Mar, 08:06 Fix
  • 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: in error tracebacks, show line numbers of the source file.

    Helixhorned r3535 3 Mar, 08:06 Fix
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    Instead of those of the translated code. Also some codegen tweaks and fixes.

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February 2013 13 builds · 21 commits

Build 3533

28 Feb 2013 · 4 commits · 1 author SVN
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  • General

    Lunatic t.: {read,save}gamevar, fix break in nested while, fix rotatesprite16.

    Helixhorned r3533 28 Feb, 09:30 FixCON
  • General

    build.c: initialize g_doHardcodedMovement to 1.

    Helixhorned r3532 28 Feb, 09:30 FixEngine
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    Fixing movement when not loading a.m32.

  • fixups and debugging helpers.

    Helixhorned r3530 28 Feb, 09:30 Fix
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    - add LuaJIT's 'v' module printing trace info - translator: fix game function name definitions - revert math.fmod -> math.modf, they are different! - disable JIT compilation for a function we're getting strange crashes with - Make some of DukePlayer_t's members 'bool' on the Lua side. It's way too easy to write something like "ps.jetpack_on" where "ps.jetpack_on~=0" was meant. [Background: Kyle873 observed that Duke was always floating.] - Error out if looping in our_module(). I find this behavior more logical than returning true. - fix a couple of missed FORBID variables

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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 3528

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

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

    Helixhorned r3525 25 Feb, 07:31 FixEngine
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    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
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    Also, fix quote commands there.

  • General

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

    Helixhorned r3523 25 Feb, 07:31 Fix
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Build 3521

24 Feb 2013 · 6 commits · 1 author SVN
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  • 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
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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

    Disable playing RTS sounds until a crash can be resolved.

    Helixhorned r3508 18 Feb, 08:08 Fix
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    See comments in the source for details.

  • 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.

  • General

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

    Helixhorned r3500 18 Feb, 08:07 FixCON
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Build 3484

14 Feb 2013 · 4 commits · 1 author SVN
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  • 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
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    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.

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Build 3453

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

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

    Helixhorned r3453 1 Feb, 11:56 Fix
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    Introduced in r3358, where I missed a condition inside an 'if'.

Build 3452

1 Feb 2013 · 6 commits · 1 author SVN
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  • 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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