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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January 2013

  • getting closer to the first milestone.

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    On the C side, zrange, angrange and autoaimang are represented as DukePlayer_t members then.

  • General

    gameexec.c: factor code for "ifnosounds" into sounds.c: A_CheckAnySoundPlaying.

  • fix a possible crash with texel-hitscan.

    Helixhorned r3364 2 Jan, 14:33 Build 3366 FixEngine
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    Reproduced as follows (assuming all tiles have texel-hitscan for simplicity): In E2L5, shoot the opening switch with the shotgun, aiming for the border. The crash occurs because the *other*, depressed switch tile isn't yet loaded when we index into its tile storage. Dereferencing 0+small number == BAD!

  • General

    Move DukePlayer_t's .palette down so that 2-byte-sized members are 2-byte-aligned.

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    Bump BYTEVERSION.

  • General

    player.c: factoring continued.

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    New local functions: Proj_DoRandDecalSize, SectorContainsSE13, HandleHitWall, Proj_CheckBlood, Proj_HandleKnee.

  • General

    player.c: cleanup. "ProjectileData[atwith]." --> "proj->", ...

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    The diff may look daunting, but it's clear what is changed with git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]' -b

  • General

    player.c: finish hitscan projectile handling cleanup.

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    Factoring out 2x almost duplicated code into {P,A}_PostFireHitscan().

  • General

    player.c: hitscan projectile handling cleanup continued.

  • General

    player.c: factor out 2x almost dup'd code preparing hitscan weapon firing.

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    The code is duplicated with small changes for the hardcoded and custom projectiles. Adding local functions P_PreFireHitscan(), A_PreFireHitscan() and Proj_MaybeAddSpread().

  • more code...

  • General

    Factor out some code into C_AllocQuote() and C_InitQuotes().

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    In Lunatic-only build, also always allocate the first 128 quotes.

  • definesound, more control.lua fixes.

    Helixhorned r3355 1 Jan, 07:24 Build 3362 Fix
  • compile out more code with LUNATIC_ONLY.

  • General

    Clean up actors.c and player.c.

  • fix stack discipline.

    Helixhorned r3352 1 Jan, 07:24 Build 3362 FixEngine
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    Preventing a continuously growing stack top and inevitable program termination. Also, commonize the error handling to live on the engine side.

December 2012

  • General

    Replace the osdcvar_t members that needed to be kept in sync with cvar_t with an actual cvar_t. If this is questionable for any reason I'm forgetting, feel free to revert!

    TerminX r3350 30 Dec, 17:51 Build 3350 Fix
  • General

    Surround "debug1" and "debug2" with #ifdef DEBUGGINGAIDS

    TerminX r3349 30 Dec, 17:50 Build 3350
  • General

    Clean up a couple of other getrendermode() related bits that the previous commit missed

    TerminX r3347 30 Dec, 12:34 Build 3347
  • General

    Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called.

    TerminX r3346 30 Dec, 12:34 Build 3347
  • more glue, fixes, backtrace for code called back from C.

    Helixhorned r3345 29 Dec, 07:21 Build 3345 Fix
  • General

    Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".

    Helixhorned r3344 29 Dec, 07:21 Build 3345
  • beginning to glue things together. Introducing LUNATIC_ONLY.

    Helixhorned r3343 29 Dec, 07:21 Build 3345
  • General

    Remove commented code using former engine variable "automapping".

    Helixhorned r3342 29 Dec, 07:21 Build 3345 Engine
  • General

    Fix LTO=1 RELEASE=1 Lunatic build.

    Helixhorned r3341 29 Dec, 07:21 Build 3345 Fix
  • General

    Rectify.

    Hendricks266 r3340 29 Dec, 03:27 Build 3340
  • General

    Fix SVN mime-types of binary files.

    Hendricks266 r3339 29 Dec, 03:07 Build 3340 FixEngine
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    Windows batch file: for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G" for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G" for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G" for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G" for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G" for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G" for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G" for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G" svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64

  • General

    Clean up and factor jaudiolib.

    Hendricks266 r3338 29 Dec, 02:59 Build 3340
  • General

    Replace initialize_globals() with global initialization.

    Hendricks266 r3337 29 Dec, 02:58 Build 3340
  • General

    Fix the gap between loops of ambient MUSICANDSFX sounds like BAR_MUSIC.

    Hendricks266 r3336 29 Dec, 02:58 Build 3340 Fix
  • General

    All kneel, king FLAC is here.

    Hendricks266 r3335 29 Dec, 02:57 Build 3340
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    FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me. Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64. HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).

  • General

    Clean up some file and directory structure.

    Hendricks266 r3334 29 Dec, 02:54 Build 3340
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    * Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows. * Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple. * Deleted Apple/lib/include/{ogg,vorbis}/, see previous point. * Deleted Apple/lib/libvorbisenc.a, 6MB saved. * Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong. * Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.) * Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more. * Renamed "StartupWinController*" to "startosx*".

  • General

    Bump DirectSound version to 8. This shouldn't really affect anything as the API is the same for all of the bits we make use of, but certain sets of DirectX headers/libs seem to be lacking v7 support.

    TerminX r3333 28 Dec, 21:23 Build 3333
  • General

    Remove FX_ASSVersion and related code since it wasn't used anywhere

    TerminX r3332 28 Dec, 21:23 Build 3333
  • General

    Throw a compiler warning when building with only the null sound driver

    TerminX r3331 28 Dec, 21:22 Build 3333
  • General

    Fix DirectSound in MSVC builds and remove the dependency on the DirectX SDK

    TerminX r3330 28 Dec, 21:22 Build 3333 Fix
  • General

    DEF "voxel": fix a tile range check failure message.

    Helixhorned r3329 28 Dec, 09:18 Build 3329 FixEngine
  • General

    Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.

    Helixhorned r3328 28 Dec, 09:18 Build 3329 CON
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    In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS], allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE). For Lunatic, they are replaced with weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].

  • General

    Replace wall of dup'd code in Gv_AddSystemVars with something more readable.

    Helixhorned r3327 28 Dec, 09:18 Build 3329 EngineCON
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    Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars.

  • General

    Replace initialize_engine_globals() with array initialization.

    Helixhorned r3326 28 Dec, 09:18 Build 3329
  • General

    Lunatic translator: pack all translation units into one big blob.

    Helixhorned r3325 28 Dec, 09:18 Build 3329
  • sinking in code.

    Helixhorned r3324 28 Dec, 09:18 Build 3329
  • General

    Make get{zs,ceilz,florz}ofslope (now ...ptr) accept sectortype pointer.

    Helixhorned r3323 28 Dec, 09:17 Build 3329
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    And rewrite the original functions as wrappers around these.

  • General

    Clean up spawning / actor initialization code.

    Helixhorned r3322 28 Dec, 09:17 Build 3329
  • General

    Cleanup of console/on-screen-display (OSD) functionality.

    Helixhorned r3321 25 Dec, 08:13 Build 3321
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    - Rewrite the "clear background" routine in a no-brainer way instead of juggling around with rotatesprite(). Make it common to game+editor. Expose glRectd to glbuild. - Don't stop OSD text line drawing when encountering a non-printable char. Instead, treat it as space. - In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints) to swap pointers. Write an analogous "swapptr" instead. - When changing from/to OSD, don't inject a pause key. This *might* have been the cause of the reported pausing problems. - clean up the code... (Yes, this commit throws together too much stuff. I suck sometimes. :P)

  • event chaining.

    Helixhorned r3320 25 Dec, 08:13 Build 3321
  • print -> OSD_Printf, error reporting.

    Helixhorned r3319 25 Dec, 08:13 Build 3321
  • General

    Clip printext256() at xdim, don't crash OSD_Printf() with empty string.

    Helixhorned r3318 25 Dec, 08:13 Build 3321 Fix
  • General

    Add a couple of test CONs: non-local control flow, rotation-fixed useractors.

    Helixhorned r3317 23 Dec, 11:24 Build 3317 Fix
  • General

    Fix rotation-fixed useractors (those having usertype bit 4 set).

    Helixhorned r3316 23 Dec, 11:24 Build 3317 FixEngine
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    Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).

  • more complete gameactor(), misc. translator tweaks.

    Helixhorned r3315 23 Dec, 11:24 Build 3317