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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August 2012

  • General

    Fix stack corruption when demo was attempted to be written with non-empty mod dir.

    Helixhorned r2960 24 Aug, 11:52 Build 2962 Fix
  • General

    If r_screenaspect is 0 (or any other invalid value), assume square pixel aspect.

    Helixhorned r2959 24 Aug, 11:51 Build 2962
  • General

    osxbuild.sh: add 'debughelix' preset, building only x64 debug packages.

    Helixhorned r2958 24 Aug, 11:49 Build 2962
  • General

    Pack how many players fake multi was started with into g_fakeMultiMode.

    Helixhorned r2957 22 Aug, 15:51 Build 2957
  • don't wrongly change pitch for sounds originating from 2nd player.

    Helixhorned r2956 22 Aug, 15:50 Build 2957
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    For example, if the first one is underwater.

  • tweak base palette application, remove resp. code from splitscr.con.

    Helixhorned r2955 22 Aug, 15:49 Build 2957 CON
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    Basically, base palettes with lower indices trump higher ones. For example, when one player is underwater and the other above, the normal palette takes precedence.

  • General

    Generalize fullscreen tint application to more than one tint.

    Helixhorned r2954 22 Aug, 15:48 Build 2957
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    Currently, the only kinds of tint that can be applied simultaneously are one "palfrom" per player, plus one loogie tint per player. Each palfrom still overrides the preceding one. However, this is not a big problem IMO since palfroms decrease at the same rate (loogie tint decreases at half the speed). This change is especially good for the splitscreen mod, since now the tints of the two players won't compete with each other. See the comment in the source for some properties of the blending formula.

  • General

    Don't clear loogie tint transiently on changing palette.

    Helixhorned r2953 22 Aug, 15:47 Build 2957
  • General

    Keep full-screen tints through palette changes again.

    Helixhorned r2952 22 Aug, 15:46 Build 2957 Engine
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    A debug macro to test tints being stuck at the least intense non-zero value is provided in engine.c.

  • General

    Make a colored REACTOR/REACTOR2 sprite disappear in single player again.

    Helixhorned r2951 21 Aug, 10:40 Build 2951 Engine
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    Noted by Nukey. See Duke3D 1.5 GAME.C line 4220.

  • print "reserved" quotes in the upper half of the screen.

    Helixhorned r2950 21 Aug, 10:39 Build 2950
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    Reverved quotes are ones like "Killed by xxx". Since they're only shown for the first player for now, printing them in the upper part makes more sense (in above/below split, the first player is above).

  • tweak weapon selection to do the expected thing for shrinker/grower.

    Helixhorned r2949 21 Aug, 10:37 Build 2950
  • General

    Print quotes for both players in fake multi, remove quote code in splitscr.con.

    Helixhorned r2948 20 Aug, 14:32 Build 2948 CON
  • General

    game.c: clean up G_PrintGameText() a little.

    Helixhorned r2947 20 Aug, 14:31 Build 2948
  • General

    game.c: clean up G_PrintGameQuotes().

    Helixhorned r2946 20 Aug, 14:30 Build 2948
  • handle crosshairs for above/below split and regard crosshairscale.

    Helixhorned r2945 20 Aug, 14:29 Build 2948
  • support for above/below screen split.

    Helixhorned r2944 20 Aug, 14:28 Build 2948
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    To enable it, the HUD-less (maximized) screen size must be selected.

  • properly reset highlights in undo/redo.

    Helixhorned r2943 20 Aug, 14:27 Build 2948 Engine
  • with highlighted sectors, print rot. angle; Alt + [,]: manual angle.

    Helixhorned r2942 20 Aug, 14:26 Build 2948 Engine
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    Because rotating sectors "smoothly" by 1 BUILD ang will quickly accumulate roundoff error, this lets the user first do that as a preview and then use the manual angle rotation do carry it out for real.

  • use the rotatepoint code for both smooth and 90-degree sect. rotation.

    Helixhorned r2941 20 Aug, 14:26 Build 2948 Engine
  • General

    control layer: comment out some unused functions and stuff.

    Helixhorned r2940 20 Aug, 14:24 Build 2948
  • tweak view drawing: use player's cursectnum and simulate z clamping.

    Helixhorned r2939 20 Aug, 14:23 Build 2948
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    Using the players's cursectnum instead of "updating" the sectnum means that it won't glitch on SoS. The z clamping (basically a port of some code from G_DrawRooms) is so that the view won't be drawn from under the floor when shrunk.

  • General

    In G_DisplayRest, be sure to always un-apply a previously applied tint.

    Helixhorned r2938 20 Aug, 14:22 Build 2948 Fix
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    This fixes the screen keeping the bluish tint even after shattering a frozen player in the splitscreen mod.

  • General

    Fix two "may be used uninitialized" warnings (they can't, as far as I can see).

    Helixhorned r2937 19 Aug, 06:02 Build 2937 Fix
  • General

    fake multi: don't display name when aiming at opponents.

    Helixhorned r2936 19 Aug, 06:02 Build 2937
  • General

    Fake multi: fix display of item percentage and on/off states.

    Helixhorned r2935 19 Aug, 06:02 Build 2937 Fix
  • General

    Display the firsts-when-shrunk hud-weaponscaled, tweak for fake multi.

    Helixhorned r2934 19 Aug, 06:01 Build 2937
  • General

    Make the scuba HUD be affected by hud_weaponscale, tweak for fake multi.

    Helixhorned r2933 19 Aug, 06:01 Build 2937
  • General

    Display the nukebutton punching fist with viewport clipping bounds.

    Helixhorned r2932 19 Aug, 06:00 Build 2937
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    Using rotatesprite with bit 8 clear (scale to viewport) but using fullscreen clipping bounds is never what we want. Also, tweak for fake multi.

  • General

    Fake multi: draw the HUD weapons and status bar with the proper aspect.

    Helixhorned r2931 19 Aug, 06:00 Build 2937
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    This uses the new rotatesprite bit introduced earlier. Also, allow the HUD-less screen size.

  • General

    player.c: In G_DrawTileScaled, lose bit 1024 (prior to r1658, bit 256).

    Helixhorned r2930 19 Aug, 05:59 Build 2930
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    I checked all direct and transitive uses of that function and am fairly confident that it is never used.

  • General

    Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.

    Helixhorned r2929 19 Aug, 05:57 Build 2930 CON
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    ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands using rotatesprite are ANDed with (ROTATESPRITE_MAX-1). Some of the functions use ROTATESPRITE_MAX for different internal purposes, which will not be exposed to CON now (a good thing). Also, dorotspr_handle_bit2 is made clearer.

  • General

    Clean up a couple of rotatesprite uses.

    Helixhorned r2928 19 Aug, 05:56 Build 2930
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    The black translucent background underneath the user map list will now be drawn with a shade 32 tile 0 instead of tile BLANK, since I've seen the latter being replaced in some mod. Also, it will look the same regardless of screen aspect.

  • General

    Restucture dorotspr_handle_bit2().

    Helixhorned r2927 19 Aug, 05:55 Build 2930 Fix
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    This also fixes the OSD with aspects < 4/3. I broke that, too.

  • General

    Always draw the full original status bar fully instead of in patches.

    Helixhorned r2926 19 Aug, 05:55 Build 2930
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    It seems like I broke the blitty/patchy way of drawing it with one of the last commits.

  • General

    Some g_netServer || g_netServer --> g_netServer.

    Helixhorned r2925 19 Aug, 05:54 Build 2930
  • General

    In places where fullscreen tiles are drawn (logo etc.), use clearallviews().

    Helixhorned r2924 19 Aug, 05:53 Build 2930 Fix
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    This really fixes clearing the borders to the left and right with widescreen and hud_bgstretch=0. Also, it seems to fix glitches when the "screen size" is small (ud.screen_size is large).

  • rotatesprite+test, player access, misc.

    Helixhorned r2923 19 Aug, 05:52 Build 2930
  • General

    mdsprite.c: factor out two instances of identical code.

    Helixhorned r2922 19 Aug, 05:52 Build 2930
  • General

    Clean up handling of widescreen bits in dorotatesprite functions.

    Helixhorned r2921 19 Aug, 05:51 Build 2930
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    Don't call setaspect from them, because the only thing that's needed is (in classic) yxaspect and xyaspect. Pass these from the helper function defined earlier instead.

  • General

    player.c: fix a check of md_tilehasmodel return value against >0 (should be >=0)

    Helixhorned r2920 19 Aug, 05:50 Build 2930 Fix
  • General

    Clean up polymost_dorotatesprite a little (triv. changes only)

    Helixhorned r2919 19 Aug, 05:49 Build 2930
  • General

    In polymost_dorotatesprite, don't set [xy]dimen to [xy]dim temporarily.

    Helixhorned r2918 19 Aug, 05:48 Build 2930 Fix
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    This fixes stuff like the HUD chaingun with widescreen and small "screen sizes" (in-game viewport). It also makes rotatesprite behave more like classic overall. I have no idea why it was there in the first place.

  • General

    Clean up player.c's weapon display code (no functional changes).

    Helixhorned r2917 19 Aug, 05:47 Build 2930
  • General

    OpenBSD build fix from Brad Smith (plus a couple of irrelevant changes to the same file from my local tree)

    TerminX r2916 18 Aug, 21:01 Build 2916 Fix
  • rewrite special weapons cycling, don't cycle to foot.

    Helixhorned r2915 16 Aug, 14:49 Build 2915
  • General

    Redraw background when ud.screen_size >= 8, unconditional on ud.statusbarscale.

    Helixhorned r2914 16 Aug, 14:48 Build 2915
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    Classic HUD now has correct aspect in widescreen modes, so with the full status bar, there may be patches of free room left to the left and right.

  • General

    In setaspect_new, determine the aspect with {x,y}dim again except for showview.

    Helixhorned r2913 16 Aug, 14:48 Build 2915
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    setaspect(), which is called by setaspect_new, already uses the *dimen variables, so it's the same thing done twice. Now, a change from the original full status bar to the original mini status bar keeps the horizontal FOV again and only bumps the view a little higher, as with the classic aspect determination.

  • General

    Clear the screen first in some non-in-game places, also in classic.

    Helixhorned r2912 16 Aug, 14:48 Build 2915
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    Compare with revision 2584.

  • General

    Factor out Polymost's widescreen bit handling code and use it in classic, too.

    Helixhorned r2911 16 Aug, 14:48 Build 2915 Engine
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    This means that classic and the GL modes now look the same as far as e.g. hud_bgstretch or HUD weapons are concerned.