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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Showing 2011 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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February 2011 23 builds · 26 commits

Build 1792

13 Feb 2011 · 1 commit · 1 author SVN
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  • General

    temporarily bump the additional space after wall[] to 1024 walltypes in the editor; display map corruption status in upper left corner in the corrupt case.

    Helixhorned r1792 13 Feb, 16:15 FixEngine

Build 1790

11 Feb 2011 · 1 commit · 1 author SVN
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  • General

    * Fix a serious logic mistake with checksectorpointer. Previously, a white wall could 'connect' to a red one, leaving the reverse link intact and creating a situation like this: w_new <-> w <-- w_old.

    Helixhorned r1790 11 Feb, 00:15 FixEngine
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    * Have the corruption checker catch this case among a few other new ones. Rename OSD command 'autocorruptcheck' to simply 'corruptcheck' with options 'corruptcheck <seconds>', 'corruptcheck now' and 'corruptcheck tryfix'. * When pasting sector selection into valid player space (releasing AltGr), ask whether a surrounding outer loop should be created since this is probably not always desired.

Build 1789

7 Feb 2011 · 1 commit · 1 author SVN
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  • General

    fix some issues with compilation on mac osx; make B, N, M keys behave the same as KP1, KP2, KP3 when pointing at a polymer light (hack around keyboard strangeness)

    Helixhorned r1789 written 6 Feb 2011 FixEngine

Build 1788

5 Feb 2011 · 1 commit · 1 author SVN
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  • General

    make [ and ] keys cycle search matches and Alt-[ and Alt-] cycle corrupt places; make Alt behave the same as Shift when panning/resizing textures in 3D mode to work around dead Shift+KP5+KP2/8 combination.

    Helixhorned r1788 5 Feb, 18:16 Fix

Build 1787

4 Feb 2011 · 1 commit · 1 author SVN
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  • General

    Fix handling of lotag and friends in generic sprite search. Tags like 65535 which are really (int16_t)(-1) are now also found.

    Helixhorned r1787 written 3 Feb 2011 FixEngine

January 2011 30 builds · 35 commits

Build 1786

31 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Oops, missed a segment when applying the patch from bioman by hand

    TerminX r1786 31 Jan, 10:16 Fix

Build 1785

30 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Patch from bioman to fix an issue with static linking GTK and to correct the alignment of the fullscreen checkbox in the startup window when building with POLYMER=0

    TerminX r1785 30 Jan, 20:13 FixEngine

Build 1784

30 Jan 2011 · 1 commit · 1 author SVN
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  • General

    print 'cached tile' messages only from 5 ms up so as not to flood the OSD/log; quit on out of mem in one more place; new tool md2tool to query MD2 model info or change the scale/translate fields so that desired bounds are produced

    Helixhorned r1784 30 Jan, 03:02

Build 1783

27 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Change highpal maps to 6-bit and add corresponding scale and bias to bypass linear interpolation around the borders.

    Plagman r1783 written 26 Jan 2011

Build 1781

26 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Move the new basepal table one step further so that the engine is now aware of it.

    Plagman r1781 26 Jan, 22:35 Engine

Build 1780

23 Jan 2011 · 1 commit · 1 author SVN
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  • General

    With the help of Coccinelle, eliminate a few sector[-1] accesses and calculations of &sector[-1] (bound checking code not committed).

    Helixhorned r1780 23 Jan, 07:30 Engine

Build 1777

20 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Fix clipshape bug reported by DeeperThought. Reason was absent-mindedness while coding :/

    Helixhorned r1777 20 Jan, 11:00 Fix

Build 1773

17 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Fix the lighting model so that lights don't get the modulated diffuse (defeats the purpose if they do, since you wouldn't be able to light a fully shaded room). That means the highpal lookup has to be performed twice now, once with the modulated diffuse to apply to the result and once with no modulation to make a diffuse that the lighting code can use. That means that lighting isn't 100% accurate with respect to the highpal result, but that's the best approach I could think of.

    Plagman r1773 17 Jan, 17:34 Fix