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

Showing 8,866 commits

Export CSV
Display options
Commit details:

January 2015

  • General

    Revise C++ structure trackers for performance and introduce "tspritetype", for temporary sprites or other usages where using the trackers would be invalid or undesired. DONT_BUILD.

    TerminX r4898 10 Jan, 20:55 Build 4904 Engine
  • General

    Faster/better optimized access to game structures from C-CON.

    TerminX r4897 10 Jan, 20:54 Build 4897 CON
  • General

    Support r_windowpositioning in 8-bit.

    TerminX r4896 10 Jan, 20:53 Build 4897
  • General

    Clean up/refactor a few gamevar related functions based on building as C++/C99 and some interesting articles I read about how GCC and Clang optimize switches. Worth a few FPS here.

    TerminX r4895 10 Jan, 20:53 Build 4897 CON
  • General

    Minor cleanup and formatting changes. DONT_BUILD.

    TerminX r4894 10 Jan, 20:53 Build 4897
  • General

    Make FORCE_INLINE aware of DISABLE_INLINING. DONT_BUILD.

    TerminX r4893 10 Jan, 20:53 Build 4897
  • General

    Detect running under Wine. DONT_BUILD.

    TerminX r4892 10 Jan, 20:53 Build 4897
  • General

    Identify Windows 10 in the startup window/log. DONT_BUILD.

    TerminX r4891 10 Jan, 20:52 Build 4897
  • General

    MSVC C++ build fixes. DONT_BUILD.

    TerminX r4890 10 Jan, 20:52 Build 4897 Fix
  • General

    Replace hightile grayscale method (usually combined with tints to produce

    TerminX r4889 10 Jan, 20:51 Build 4897 Engine
    Show details

    replacements for the first handful of palette lookups) w8th superior "luma" method. DONT_BUILD.

  • General

    Fix up weapon switching deficiencies

    TerminX r4888 10 Jan, 20:51 Build 4897 Fix
  • General

    When using search paths detected from a Megaton installation, also use the SC-55 oggs included with it.

  • General

    Clean up autodetected game install search paths on all platforms that use them.

    Show details

    This should prevent Lunar Apocalypse from becoming Nuclear Winter with Megaton on Linux and Mac.

  • Disable the spinning nuke icon back button on Android.

  • General

    Implement UserMapHacks.

  • General

    Reinstate MD4.

  • General

    engine.c: fix clipmove() against upper part of wall-aligned sprites.

    Helixhorned r4882 6 Jan, 12:54 Build 4882 FixEngine
  • General

    engine.c: on non-touch devices, roughly double maximum voxel drawing distance.

    Helixhorned r4881 6 Jan, 11:56 Build 4881 Engine
    Show details

    By setting DISTRECIPSIZ to 131072, as far as I can see the absolute maximum that's possible with the integer scaling convention of the voxel drawing code. BUILD_LUNATIC.

  • make sprite duplication examples in m32script_ex.map work again.

    Helixhorned r4880 6 Jan, 11:56 Build 4881 Engine
    Show details

    - Work around a sequencing issue (assignment of searchstat) in M32_DrawRoomsAndMasks() - When having sprites highlighted and changing shade, since r1943 change every highlighted sprite's shade if one of them is aimed at. With this revision, if SHIFT is pressed while doing that, only change the aimed at sprite's shade - a.m32: Use 'break' from a state instead of 'return'. The former may be "sticky" in a way that is not intended. Needs to be debugged later. - Update instructions in m32script_ex.map DONT_BUILD.

  • General

    game.c: revert changes of r4861 ("consult g_mirrorCount instead of gotpic[]").

    Helixhorned r4879 5 Jan, 13:54 Build 4879 Fix
  • in control/lua, sync ALLOWED_VIEWTYPE with change from r4814 (allow 2).

    Show details

    DONT_BUILD.

  • General

    engine.c: prevent multiple collection of same sector in scansector().

    Helixhorned r4877 4 Jan, 10:45 Build 4877 Engine
    Show details

    Also for polymost_scansector(). These were likely of little consequence because collection in scansector() is the exception than the rule (see added comments), and because the redundant drawwalls() would find the x range done the second and following times. Also, add a bound check for sectorborder[] (the limit was probably rarely hit in practice, but the check is mandatory nontheless) and add functions printscans() and printbunches() in the DEBUGGINGAIDS=2 build.

  • General

    engine.c: in drawmasks(), remove sorting sprites by statnum.

    Helixhorned r4876 4 Jan, 10:45 Build 4877 Engine
    Show details

    There were various issues with that code. - It does not seem to be very meaningful to do so. - It was carried out on the same range as the sprites sorted by z coordinate (those with equal x/y) just a few lines away, effectively overriding it. The former is very meaningful, though. - It led to inconsistencies between editor and game, see http://forums.duke4.net/topic/775-eduke32-20-and-polymer/page__view__findpost__p__214873

  • General

    Cleanup of various engine functions.

    Helixhorned r4875 4 Jan, 10:45 Build 4875 Engine
    Show details

    - factor out calculation of player-relative and screen+clipped-player-relative coordinates into get_rel_coords() and get_screen_coords(), respectively - the usual beautification stuff, especially since we're now on C99

  • CON

    always return non-negative values from 'clipmove' and related.

    Helixhorned r4874 4 Jan, 10:44 Build 4875 FixEngineCON
    Show details

    Previously, the C function clipmove() returned negative values when hit a wall (32768+wallnum) or sprite (49152+spritenum) because internally, these values were encoded into a *signed* 16-bit integer. This made no difference to C code using it, since it always proceeded by bit checks, but was inconsistent with documentation on CON 'clipmove' on the wiki. The following commands are affected too, since they use the value returned by clipmove(): 'clipmovenoslide', 'movesprite'. Also, the value of actor[].movflag ('htmovflag' from CON). Also, fix 'clipmove*' in LunaCON and add lunatic/test/checknearwall.con as an example of how to implement a being-close-to-a-wall checker as requested in http://forums.duke4.net/topic/7869-determining-closeness-to-a-wall/

December 2014

  • General

    engine.c: fix clipmove() against floor-aligned sprites.

    Helixhorned r4873 30 Dec, 12:05 Build 4873 FixEngine
    Show details

    Introduced in r3207. Oops.

  • General

    engine.c: prevent an oob read of spriteext[] in drawsprite_classic().

    Helixhorned r4872 30 Dec, 12:05 Build 4873 Engine
  • General

    sounds.c: don't crash S_PlayMusic() if passed null pointer for 'fn'.

    Helixhorned r4871 28 Dec, 14:12 Build 4871 FixCON
    Show details

    This may happen if no title/end music is defined from CON. Thanks to Zaxtor for the bug report.

  • Amend r4862 so that touch devices, which do not display the crosshair as a cursor, are not completely prevented from using touch input by the lack of a crosshair tile.

    Hendricks266 r4870 28 Dec, 13:36 Build 4870
  • Fix the Screen Size slider so that it works properly after the screen size has been modified in-game with [-]/[+].

    Hendricks266 r4869 28 Dec, 13:35 Build 4870 Fix
  • Fix selecting "None" for Anisotropy.

    Hendricks266 r4868 28 Dec, 13:35 Build 4870 Fix
  • Fix opening a MenuEntryOptionList when the option's value is "Custom".

    Hendricks266 r4867 28 Dec, 13:35 Build 4870 Fix
  • Convert MenuRange*_t's "displaytype" field to "flags", add a flag to enforce clamping to the defined intervals, and apply this flag to the Screen Size slider.

    Hendricks266 r4866 28 Dec, 13:35 Build 4870
  • When pressing left or right on a slider that has moved by the mouse to a position between the defined intervals, do not round to the nearest interval and then increment or decrement. Instead, check if rounding will satisfy the movement before moving further.

    Hendricks266 r4865 28 Dec, 13:35 Build 4870
  • Mouse controls now respect MenuEntry_t's disabled flag.

    Hendricks266 r4864 28 Dec, 13:34 Build 4864
  • General

    actors.c: replace hard-coded list with missing check for SFLAG_NODAMAGEPUSH.

    Helixhorned r4863 28 Dec, 12:57 Build 4863
    Show details

    In A_RadiusDamage(). The code snippet that is disabled for such actors increases the damaged actor's .xvel by (4 times the) damage amount and is responsible for the strange effect of enemies becoming faster TOWARDS the player on being hit with an RPG frontally. Thanks to Fox for a keen eye.

  • disable mouse pointer if CROSSHAIR is void. DONT_BUILD.

    Helixhorned r4862 28 Dec, 11:48 Build 4863
  • General

    In G_HandleMirror(), consult g_mirrorCount instead of gotpic[] w/ MIRROR.

    Helixhorned r4861 28 Dec, 07:40 Build 4863
    Show details

    DONT_BUILD.

  • General

    Lunatic translator: add stand-alone option -fnames, generating names.h file.

    Helixhorned r4860 28 Dec, 07:40 Build 4863
  • General

    Fix playing end-of-episode ANMs.

    Hendricks266 r4859 27 Dec, 12:39 Build 4859 Fix
  • General

    If you save over an autonamed savegame and change the name, don't overwrite your edit with another autofill.

    Hendricks266 r4858 27 Dec, 12:39 Build 4859
  • Enumify the "status" parameter of M_MenuText into MenuTextFlags_t.

    Hendricks266 r4857 27 Dec, 10:37 Build 4857
  • Implement mouse/touch/pointer controls for all widgets.

    Hendricks266 r4856 27 Dec, 10:37 Build 4857
  • Replace the "disabled" member of MenuEntry_t with "flags" so that the other 31 bits can be utilized.

    Hendricks266 r4855 27 Dec, 10:37 Build 4857
  • Disable normal left-click/touch menu functionality when the mouse is active.

    Hendricks266 r4854 27 Dec, 10:36 Build 4857
  • General

    Add the necessary plumbing to sdlayer to detect mousedown, mouseup, and dragging.

    Hendricks266 r4853 27 Dec, 10:36 Build 4857
  • General

    Introduce preprocessor token EDUKE32_TOUCH_DEVICES that covers both Android and iOS, and replace selected instances of __ANDROID__ with it.

    Hendricks266 r4852 27 Dec, 10:36 Build 4857
  • Add scrollbars to the FileSelect menu type.

    Hendricks266 r4851 27 Dec, 10:35 Build 4857
  • General

    Tabs to spaces in menus.c.

    Hendricks266 r4850 27 Dec, 10:35 Build 4857
  • General

    Refactor menus in preparation for touch functionality.

    Hendricks266 r4849 27 Dec, 10:35 Build 4857