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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February 2013

  • General

    Lunatic translator: nearing a workable state...

    Helixhorned r3516 24 Feb, 08:05 Build 3521 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).

  • General

    Lunatic translator: eventloadactor.

    Helixhorned r3515 21 Feb, 10:54 Build 3515
  • General

    gameexec.c: factor out 2x used code into VM_KillIt.

    Helixhorned r3514 21 Feb, 10:54 Build 3515
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    Also, for Lunatic, handle killit from events.

  • General

    Lunatic translator: switch statement.

    Helixhorned r3513 21 Feb, 10:54 Build 3515
  • General

    Lunatic translator: qgetsysstr.

    Helixhorned r3512 21 Feb, 10:53 Build 3515
  • General

    Lunatic translator: fix quote commands, taking care of corner cases. Add test.

    Helixhorned r3511 21 Feb, 10:53 Build 3515 Fix
  • General

    CON qstrcpy: don't call strcpy() with identical source and destination quotes.

    Helixhorned r3510 21 Feb, 10:53 Build 3515 CON
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    Thus making the identical source and destination quote number case into the expected no-op instead of being undefined behavior.

  • add "movement by one" debugging functionality via a.m32.

    Helixhorned r3509 19 Feb, 12:35 Build 3509 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").

  • General

    Disable playing RTS sounds until a crash can be resolved.

    Helixhorned r3508 18 Feb, 08:08 Build 3508 Fix
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    See comments in the source for details.

  • General

    Lunatic translator: qsprintf.

    Helixhorned r3507 18 Feb, 08:07 Build 3508
  • General

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

    Helixhorned r3506 18 Feb, 08:07 Build 3508 FixCON
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    Also, slightly better, though still inadequate checking.

  • CON

    don't accept read-only vars for first arg of qstrlen.

    Helixhorned r3505 18 Feb, 08:07 Build 3508 CON
  • General

    Lunatic translator: a couple of quote commands, while*n.

    Helixhorned r3504 18 Feb, 08:07 Build 3508
  • General

    Lunatic translator: gamearrays.

    Helixhorned r3503 18 Feb, 08:07 Build 3508 CON
  • General

    Game -v and -l cmdline opts: cast the numbers to unsigned first for paranoia.

    Helixhorned r3502 18 Feb, 08:07 Build 3508
  • General

    Lunatic translator: text rendering and other niceties.

    Helixhorned r3501 18 Feb, 08:07 Build 3508 Engine
  • General

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

    Helixhorned r3500 18 Feb, 08:07 Build 3508 FixCON
  • General

    CON digitalnumber*: move orientation &= (ROTATESPRITE_MAX-1) to G_DrawTXDigiNumZ

    Helixhorned r3499 18 Feb, 08:07 Build 3508 CON
  • General

    Lunatic translator: sprite list commands, findnear*, protect player[].ftq.

    Helixhorned r3498 18 Feb, 08:07 Build 3508 Engine
  • Wii

    Take advantage of libogc features: PNG screenshots (libpng/zlib), Ogg Vorbis audio (libtremor), and high-resolution profiling timers.

    Hendricks266 r3497 18 Feb, 00:50 Build 3497
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    FLAC and VPX remain out in the cold.

  • Wii

    Fix most warnings. Three remain: two are labeled with FIXMEs; the third consists of signed/unsigned comparisons involving LSWAPIB() in kplib.c.

    Hendricks266 r3496 18 Feb, 00:50 Build 3497 Fix
  • Wii

    Add Homebrew Channel metadata for Mapster32 and expand the build process to easily allow its addition. Unfortunately it closes on launch without any log and I don't have any means to debug it, so it remains disabled. (Who wants to map on a TV with 640x480 resolution anyway?)

    Hendricks266 r3495 18 Feb, 00:49 Build 3495 Engine
  • Wii

    Fix build.

    Hendricks266 r3494 18 Feb, 00:48 Build 3495 Fix
  • General

    Add a new psd of the logo that hue shifts the original orange color to what should be the correct blue color. Oddly, this gives a slightly different result to hue-shifting the final product in GIMP afterwards. This should be investigated further.

    Hendricks266 r3493 18 Feb, 00:47 Build 3495
  • General

    Reduce volume number modulo MAXVOLUMES for -v command line option.

    Helixhorned r3492 16 Feb, 10:53 Build 3492
  • more commands...

    Helixhorned r3491 16 Feb, 10:53 Build 3492
  • General

    gameexec.c: refactor 'starttrack' for proper bound checking.

    Helixhorned r3490 16 Feb, 10:53 Build 3492
  • more commands, timing test for xmath's sine functions.

    Helixhorned r3489 16 Feb, 10:53 Build 3492
  • xmath module + timing test for distance functions.

    Helixhorned r3488 16 Feb, 10:53 Build 3492
  • General

    Lunatic (translator): more commands, add some "length" methods to vec* types.

    Helixhorned r3487 16 Feb, 10:53 Build 3492
  • General

    Refactor C code related to gettimedate and sect*interpolation CON commands.

    Helixhorned r3486 16 Feb, 10:53 Build 3492 CON
    Show details

    No functional changes.

  • General

    Factor out setting baslayer timer from game into G_InitTimer().

    Helixhorned r3485 16 Feb, 10:52 Build 3492
  • General

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

    Helixhorned r3484 14 Feb, 08:02 Build 3484 Fix
  • General

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

    Helixhorned r3483 14 Feb, 08:02 Build 3484 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.

  • General

    engine.c: factor out calculation of texture coords / addresses in wall drawing.

    Helixhorned r3482 14 Feb, 08:02 Build 3484 Engine
  • General

    engine.c: don't pass [udls]wal to maskwallscan(), use *wall globals instead.

    Helixhorned r3481 14 Feb, 08:01 Build 3484 Engine
  • General

    Lunatic translator: more of everything...

    Helixhorned r3480 11 Feb, 09:16 Build 3480
  • General

    CON myosx*: move masking orientation with user-bits-mask to G_DrawTileGeneric().

    Helixhorned r3479 11 Feb, 09:16 Build 3480 CON
  • General

    Make g_earthquakeTime into a uint16_t, remove DukePlayer_t's name[] member.

    Helixhorned r3478 11 Feb, 09:16 Build 3480
    Show details

    Bump BYTEVERSION.

  • input access.

    Helixhorned r3477 10 Feb, 08:24 Build 3477
  • General

    Factor out player[].* allocation into G_MaybeAllocPlayer(), rename 2 functions.

    Helixhorned r3476 10 Feb, 08:24 Build 3477
  • sprite.change{sect,stat}, access to more members, member read test.

    Helixhorned r3475 10 Feb, 08:24 Build 3477 Engine
  • General

    engine.c: in changesprite{sect,stat}, swap second and third early-out tests.

    Helixhorned r3474 10 Feb, 08:24 Build 3477 Engine
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    That is, first check if the sprite is in the game world and then if it already has the desired sector or status number. This doesn't change anything in our codebase, since the return values of these functions are never examined.

  • General

    Lunatic translator: userdef access.

    Helixhorned r3473 10 Feb, 08:24 Build 3477
  • General

    Engine cleanup continued, no functional changes.

    Helixhorned r3472 10 Feb, 08:24 Build 3477 Engine
  • General

    engine/Polymer: factor out setting {cos,sin}*globalang into set_globalang().

    Helixhorned r3471 10 Feb, 08:24 Build 3477 Engine
  • General

    engine.c: clean up drawsprite()

    Helixhorned r3470 10 Feb, 08:24 Build 3477 Engine
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    The usual: declare locals more tightly, const-qualify them where it helps readability, remove dead code...

  • [gs]et{player,actor}var, access to protected projectile members.

    Helixhorned r3469 10 Feb, 08:23 Build 3477
  • working tsprite methods, static members, struct array timing test.

    Helixhorned r3468 10 Feb, 08:23 Build 3477 Engine
  • General

    Fix POLYMER=0 build, cleaning up #include discipline on the way.

    Helixhorned r3467 7 Feb, 13:01 Build 3467 FixEngine
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    Also taking care that the USE_OPENGL=0 build builds.