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

    polymost.c: rewite widescreen bit code, part 2.

    Helixhorned r2910 16 Aug, 14:48 Build 2915 Engine
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    Use integer math; both args to setaspect are constant.

  • General

    Clean up classic's and Polymost's dorotatesprite functions (triv. changes only)

    Helixhorned r2909 16 Aug, 14:48 Build 2915 Engine
  • General

    polymost.c: rewrite dorotatesprite's widescreen bit handling (256,512,1024).

    Helixhorned r2908 16 Aug, 14:48 Build 2915 Engine
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    Instead of setting and resetting the [xy]dim globals, use them as locals in a block (shadowing the globals). Also, do some common subexpression elimination for clarity.

  • use updatesector instead of *z.

    Helixhorned r2907 16 Aug, 14:48 Build 2915 Engine
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    When shrunk, the player position is below the floor for some weird reason. Updatesectorz would set the sector to -1, and the view would not be drawn.

  • remove weapon item drawing code.

    Helixhorned r2906 16 Aug, 14:48 Build 2915
  • General

    fake multi: draw weapons for both players.

    Helixhorned r2905 16 Aug, 14:48 Build 2915
  • remove HUD drawing code, draw view from EVENT_DISPLAYROOMS.

    Helixhorned r2904 16 Aug, 14:48 Build 2915 CON
  • General

    In fake multi, never draw the screen rotated.

    Helixhorned r2903 16 Aug, 14:48 Build 2915
  • General

    Splitscreen hack: draw status bar for both players.

    Helixhorned r2902 16 Aug, 14:48 Build 2915
  • General

    Always draw the frag bar in fake multi.

    Helixhorned r2901 16 Aug, 14:48 Build 2915
  • General

    In fake multi-mode, always draw the original mini status bar.

    Helixhorned r2900 16 Aug, 14:48 Build 2915
  • update to modified version posted at the Duke4.net forums.

    Helixhorned r2899 16 Aug, 14:48 Build 2915
  • General

    Add original splitscreen mod by Bloodclaw for reference.

    Helixhorned r2898 16 Aug, 14:48 Build 2915
  • General

    Fake multi-mode: better -q* messages, make surplus APLAYER sprites invisible.

    Helixhorned r2897 16 Aug, 14:48 Build 2915 Engine
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    Also, change type of g_numPlayerSprites (global and mapstate) from inconsistent uint8_t/char to int8_t.

  • General

    Clean up build.h and status bar drawing code in game.c.

    Helixhorned r2896 16 Aug, 14:48 Build 2915
  • CON

    in showview*, use new aspect determination if r_usenewaspect is 1.

    Helixhorned r2895 13 Aug, 11:26 Build 2895 CON
  • in setaspect_new, determine the aspect with {x,y}dimen instead of {x,y}dim.

    Helixhorned r2894 13 Aug, 11:26 Build 2895 Engine
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    That is, use the view boundries instead of the whole screen.

  • General

    Rewrite the EVENT_ANIMATESPRITES loop (G_DoEventAnimSprites calls) for clarity.

    Helixhorned r2893 13 Aug, 11:26 Build 2895 CON
  • General

    game.c: factor out 2 inst. of dup. code into G_DoEventAnimSprites().

    Helixhorned r2892 13 Aug, 11:26 Build 2895
  • General

    Hack for fake multimode/splitscreen: also draw mirrors from showview*.

    Helixhorned r2891 13 Aug, 11:26 Build 2895
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    See the source for why this hack is ugly.

  • CON

    in fake multi-mode, play 'globalsound' even if player index isn't screenpeek.

    Helixhorned r2890 13 Aug, 11:26 Build 2895 CON
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    This makes sounds like DUKE_GET (item pickup) be heard for the second player in the splitscreen mod, too.

  • General

    If a value of 1 is returned from EVENT_DISPLAYROOMS, don't draw them.

    Helixhorned r2889 13 Aug, 11:26 Build 2895 CON
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    This includes mirrors, rooms and masks. Any value other than 0 or 1 that is returned is considered an error (reserved for future use).

  • General

    Fix mirrors in Polymost.

    Helixhorned r2888 13 Aug, 11:26 Build 2895 FixEngine
  • General

    Clean up G_MoveFX() a little.

    Helixhorned r2887 13 Aug, 11:25 Build 2895
  • General

    Splitscreen mod hacks: handle screen tinting from both players.

    Helixhorned r2886 13 Aug, 11:25 Build 2895
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    Of course, it still affects the whole screen. Handles pain and lizard spit.

  • General

    Hacks for the splitscreen mod: play sounds from both players.

    Helixhorned r2885 13 Aug, 11:25 Build 2895
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    The sound distance is the minimum of the two. Both point sources as well as MUSICANDSFX ambient sound is handled.

  • General

    sounds.c: Factor out duplicate code into S_CalcDistAndAng().

    Helixhorned r2884 13 Aug, 11:25 Build 2895 Fix
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    The two instances in S_PlaySound3D() and S_Update() were slightly different as far as sequencing is concerned. However, I think making it the same has only benefits and may fix some popping sounds when starting to play a sound and updating it with a different distance value on the second buffer fill.

  • General

    First round of sounds.c cleanup, no functional changes.

    Helixhorned r2883 13 Aug, 11:25 Build 2895
  • General

    Also draw TROR from showview* commands.

    Helixhorned r2882 13 Aug, 11:25 Build 2895
  • General

    Rename args in G_DoSpriteAnimations(), for easier grepping.

    Helixhorned r2881 13 Aug, 11:25 Build 2895
  • General

    High-level TROR drawing: clean up how things are passed around.

    Helixhorned r2880 13 Aug, 11:25 Build 2895
  • General

    Resurrect fake multiplayer mode a little (no bots).

    Helixhorned r2879 13 Aug, 11:25 Build 2895
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    Just enough so that Bloodclaw's splitscreen mod can be played.

  • General

    Correct premap.c's clearfrags().

    Helixhorned r2878 13 Aug, 11:25 Build 2895
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    The story: Duke3D 1.5 source had "short frags[MAXPLAYERS][MAXPLAYERS]" and "clearbufbyte(&frags[0][0],(MAXPLAYERS*MAXPLAYERS)<<1,0L);". In r1625, g_player[].frags[MAXPLAYERS] was changed from an array of int32_t to one of uint8_t, but the clearing code ("clearbufbyte(&g_player[i].frags[0],MAXPLAYERS<<1,0L);") stayed. In r2201, I rewrote clearfrags() under the assumption that it really is supposed to clear stuff beyond .frags[]. The moral: 1. Write clean code. 2. Use sizeof. 3. Write clean code!

  • General

    Text-repl.: hitinfo variables -> hit, hit{sprite,sect,wall} members -> no "hit"

    Helixhorned r2877 10 Aug, 12:12 Build 2877 Engine
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    This makes the code rather more readable in some places. Unlike the two preceding commits, this one is actually purely textual replacement.

  • General

    Mass text replacement g_player[p].ps --> ps, part 2 (harder)

    Helixhorned r2876 10 Aug, 12:11 Build 2877
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    Functions affected are G_Move* in actors.c and A_Shoot in player.c. Here, the p variable had function scope, now it's redeclared in shorter blocks. I'm still relatively sure that no observable behavior was changed, though not as sure as in part 1. Also, some dead assignments and the like are eliminated.

  • General

    Mass text replacement g_player[p].ps --> ps, part 1 (the easy one).

    Helixhorned r2875 10 Aug, 12:11 Build 2877
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    The p variable (sometimes named differently) has short scope in all cases, so I'm almost sure that the replacements amount to an identity transformation.

  • General

    actors.c: factor out 4 instances of id. code (up to args) into nudge_player().

    Helixhorned r2874 10 Aug, 12:11 Build 2877
  • CON

    factor out addammo/addweapon{,var} common code, harden addweaponvar...

    Helixhorned r2873 10 Aug, 12:11 Build 2877 CON
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    ... against invalid weapon indices and arguments accessed from arrays/structs.

  • rewrite bitar to use arrays of int32, more convenience ops.

    Helixhorned r2872 10 Aug, 12:11 Build 2877
  • reflect the preceding rename in the sources.

  • General

    Rename a certain file to appease Windows file systems.

  • implement a couple more 1.5 commands.

  • General

    Fix tile CAMERA1+4 being not changed to a CAMERA1 on spawn.

    Helixhorned r2868 7 Aug, 06:09 Build 2868 Fix
  • General

    Fix slimers not disappearing on dnmonsters cheat, display 2nd 'on' state.

    Helixhorned r2867 7 Aug, 06:08 Build 2868 Fix
  • add "extend all highlighted sectors" func to 'F menu via a.m32.

    Helixhorned r2866 6 Aug, 13:00 Build 2866 Engine
  • General

    Clean up game.c and actors.c.

  • clean up handing of ac/mv internally, add control module.

  • cleanup

  • 'bitar': rewrite ops for colon syntax, serialization, set ops.

  • General

    sdlayer.c: Add high-resolution timer for OS X, using mach_absolute_time().