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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September 2015

August 2015

  • in manual member editing, Shift+ENTER allows toggling individual bits

    Helixhorned r5338 30 Aug, 00:24 Build 5338 Engine
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    For values that are displayed in hex. Patch by The Mechanic, with modifications.

  • CON

    amend action's viewtype -8 to be more in line with the others.

    Helixhorned r5337 29 Aug, 10:43 Build 5337 CON
  • after playtesting with Esc+[T], break from the key polling loop.

    Helixhorned r5336 29 Aug, 10:43 Build 5337 FixEngine
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    Bug noticed and fix located by The Mechanic.

  • CON

    allow viewtype -8 for 'action', meaning to x-flip the shown sprite.

    Helixhorned r5335 29 Aug, 03:21 Build 5335 EngineCON
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    Similarly to how -5 and -7 and are accepted since r3859.

  • General

    Amend r5330.

    Hendricks266 r5334 18 Aug, 00:09 Build 5334
  • General

    Fix GTK build.

    Hendricks266 r5333 18 Aug, 00:08 Build 5334 Fix
  • General

    Fix USE_OPENGL=0 build.

    Hendricks266 r5332 15 Aug, 14:28 Build 5332 Fix
  • Mostly revert r5326, and instead restrict the starting and stopping text input to touch devices where we need the on-screen keyboard to appear. This maintains the bugfix on targets with a physical keyboard.

    Hendricks266 r5331 15 Aug, 14:28 Build 5332 Fix
  • General

    Fix the Custom game content directory startup window option loading the folder alphabetically previous to the one selected when the "autoload" folder is present.

    Hendricks266 r5330 15 Aug, 14:28 Build 5332 Fix
  • Add EVENT_PREDRAW2DSCREEN.

    Hendricks266 r5329 15 Aug, 14:28 Build 5332 EngineCON
  • General

    Improvements to the MSVC project.

    Hendricks266 r5328 15 Aug, 14:27 Build 5332
  • Astyle and Uncrustify all source.

    Hendricks266 r5327 15 Aug, 14:27 Build 5332
  • don't enable/disable SDL text input.

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    At program start, text input is enabled anyway and it does not seem to have any adverse effects. However, disabling it after e.g. game save leads to the OSD not working properly any more: normal keys are passed via handleevent_pollsdl's SDL_TEXTINPUT case.

  • don't repeat #ifdef/#endif for SDL_{Start,Stop}TextInput().

  • General

    SDL2 layer: handle all Ctrl+[A-Z] keys passed to OSD_HandleChar().

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    See that function for a list of what these do in the OSD.

  • OSD

    fix oob write for Ctrl+K ("delete all to end of line").

    Helixhorned r5323 9 Aug, 02:58 Build 5326 Fix
  • in test/helixspawner.lua, make COLOR a global variable. DONT_BUILD.

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    To demonstrate and test that it can be modified from outside, and that these changes are kept with savegame restores.

  • call AppGrabMouse() on show/retract OSD like in the game.

    Helixhorned r5321 written 8 Aug 2015 Build 5326 Engine
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    This is necessary to hide the mouse cursor in some settings (such as with the debug build under Xfce). DONT_BUILD.

  • add config variable 'corruptcheck_heinum'.

    Helixhorned r5320 8 Aug, 00:04 Build 5320 FixEngine
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    With 3 modes: 0: auto-correction and warning disabled 1: auto-correction enabled (default, current behavior) 2: auto-correction and warning enabled

  • make BOUNCEMINE spawn FRAMEEFFECT only if moving horizontally.

    Helixhorned r5319 8 Aug, 00:04 Build 5320 CON
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    Also add "zshoot -4096 BOUNCEMINE" to lunatic/test/weaponvars.con to demonstrate that bouncemines can be shot.

  • General

    Revert r5316 which completely broke BOUNCEMINE.

    TerminX r5318 2 Aug, 01:50 Build 5318 Fix
  • General

    Pragma fuckery. DONT_BUILD.

    TerminX r5317 2 Aug, 01:50 Build 5318
  • don't spawn FRAMEEFFECT1 for BOUNCEMINE.

    Helixhorned r5316 2 Aug, 01:40 Build 5316 FixEngine
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    There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/

  • General

    engine.c: use swapptr() instead of swaplong() in two cases in drawmasks().

    Helixhorned r5315 2 Aug, 01:40 Build 5316 Engine
  • don't redundantly adjust globalcursectnum in polymost_drawrooms().

    Helixhorned r5314 1 Aug, 01:41 Build 5314 Engine
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    See r5024 and the added comment.

  • in DNCOORDS display, show x/y/z for VEL + ps->fric x and y components.

    Helixhorned r5313 written 25 Jul 2015 Build 5314
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    Also, prettify some ps->fric-related code. DONT_BUILD.

July 2015

  • fix displayed viewscreen when its x/yrepeat isn't evenly divisible by 4.

    Helixhorned r5312 25 Jul, 10:23 Build 5312 Fix
  • add DEBUG_FRAME_LOCKING functionality.

    Helixhorned r5311 25 Jul, 10:23 Build 5312
  • fix unbalanced begindrawing()/enddrawing() pair in printext16().

    Helixhorned r5310 25 Jul, 10:23 Build 5312 FixEngine
  • General

    Fix various, but not all warnings.

    Helixhorned r5309 25 Jul, 10:23 Build 5312 FixEngine
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    Except: - missing braces around initializer [-Wmissing-braces]: due to union-in-struct vec3f_t - comparison between signed and unsigned integer expressions [-Wsign-compare]: in polymer.c

  • re-enable changing position in 2d mode with the right mouse button when dragging selected objects

    TerminX r5308 23 Jul, 16:51 Build 5308 Engine
  • fix frame locking issue with 2d3d mode, crash when toggling bottom texture swap, issues with drawing certain types of walls.

    TerminX r5307 21 Jul, 19:06 Build 5307 FixEngine
  • fix display of pal 4 sprites in 2d mode.

    TerminX r5306 20 Jul, 13:25 Build 5306 FixEngine
  • fix 3d mode status messages being overwritten with position/ang/horiz readouts.

    TerminX r5305 20 Jul, 13:25 Build 5306 FixEngine
  • fix unreadable status messages in 3d mode when working with a palette that doesn't align to Duke3d's color layout.

    TerminX r5304 20 Jul, 13:25 Build 5306 FixEngine
  • change default 2d3d position to upper right corner, remove debug printf I accidentally committed.

    TerminX r5303 16 Jul, 20:21 Build 5303 Engine
  • General

    Mapster32:

    TerminX r5302 16 Jul, 17:12 Build 5302 Engine
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    -Improved indication of selections in 2d mode. This includes both highlighted objects and multiple object selection. -2d3d improvements: it's no longer possible to end up with a black view due to the z position being out of range when moving the cursor position to a new area with the right mouse button. -The middle mouse button can now be used in place of the right alt key when selecting sectors, similar to how the left mouse button can be used in place of the right shift key to select points and sprites. -2d mode mouse cursor has been changed to a 1 pixel thick red cross with a shadow instead of a 2 pixel thick red cross with no shadow. This improves visibility when working in textured mode with lava sectors and other textures similar in color. -2d mode palette now changes when working in an underwater sector. -Misc tweaks

  • don't warn about the map being corrupt if the only thing wrong with it is a sector ceilingheinum or floorheinum set without the corresponding bits to enable sloping set. DONT_BUILD.

    TerminX r5301 16 Jul, 17:12 Build 5302 FixEngine