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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September 2011

  • General

    Much more elegant solution to updating the player's sectnum when passing through

    Helixhorned r1996 1 Sep, 11:38 Build 1999 FixCON
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    TROR portals that works with a little help from updatesectorz() (change not visible from CON code). Relies only on the presence of an extension whose portal isn't blocked and also plays nicely with corner cases like being shrunk and enabling the jetpack. This should fix the upward moving platforms in WGR2.

  • General

    * game and editor: emit a warning when a search-path directory specified

    Helixhorned r1995 1 Sep, 11:37 Build 1999 Fix
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    on the command-line isn't found (instead of saying nothing) * editor: Move inconsistent (stat&2)/heinum detection into the corruption checker. This makes a lot of original maps spew countless 'errors', but it's preferable for new maps since such floors and ceilings could behave strangely with TROR.

  • General

    polymost.c: remove the rest of the rendmode 1 and 2 code from the build

    Helixhorned r1994 written 28 Aug 2011 Build 1999 Engine

August 2011

  • fix leak of GL query objects

    Plagman r1993 27 Aug, 21:42 Build 1993 FixEngine
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    In cases where performing occlusion queries for multiple red walls leading to the same sector, we would sometimes leak a number of query objects. This was apparently harmless on NVIDIA drivers, but would leak tons of memory on ATI.

  • General

    weapons.con.sample: fix a potential bug modders may encounter: use the special G_Draw temp variables in G_DrawWeaponTile(_crystal) instead of the ones intended for individual drawing states

    Hendricks266 r1992 26 Aug, 22:08 Build 1992 FixCON
  • fix sector masks translucency.

    Plagman r1991 21 Aug, 12:41 Build 1991 FixEngine
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    The code was using the Polymer-cached version of the sector cstat to determine the translucency of its diffuse material, meaning it would never get it right on the first try; that's what you get for having completely different variables named 's' and 'sec'.

  • Don't draw back faces of sector masks.

    Plagman r1990 21 Aug, 12:41 Build 1991 Engine
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    We normally enable backface culling always, but turn it off for two-sided sprites; we need to make sure it's re-enabled after that as sector masks are drawn after.

  • General

    quotes don't print at all if blank

    Hendricks266 r1989 20 Aug, 16:28 Build 1989
  • General

    add weapons.con.sample, a direct port of the HUD display code to CON

    Hendricks266 r1988 20 Aug, 16:28 Build 1989 CON
  • General

    add support for the include command to names.h loaded by Mapster32, and names.h no longer requires # in front of commands for CON compatibility

    Hendricks266 r1987 20 Aug, 16:28 Build 1989 EngineCON
  • General

    change the help dialog to say 'demo.edm' instead of 'demo.dmo', change support for drag and drop demo files from '.dmo' to '.edm', and change the debughelp dialog to remove the reference to the removed '-nD' gamevars.txt dumping parameter

    Hendricks266 r1986 20 Aug, 16:28 Build 1989 CON
  • General

    gut and update enhance.con.sample

    Hendricks266 r1985 20 Aug, 16:28 Build 1989 CON
  • General

    update soundefs.h to match the final v1.5 DEFS.CON

    Hendricks266 r1984 20 Aug, 16:27 Build 1989 CON
  • General

    add two tile labels which Todd forgot to move from GAME.CON to DEFS.CON and therefore did not make it to names.h

    Hendricks266 r1983 20 Aug, 16:27 Build 1989 CON
  • fix external view.

    Plagman r1982 20 Aug, 14:06 Build 1982 FixEngine
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    Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.

  • propagate lights across vertical boundaries.

    Plagman r1981 20 Aug, 14:05 Build 1982 Engine
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    Check all the bunch siblings if we get a floor/ceiling hit and walk them if their own planes hit.

  • add preliminary support for sector masks.

    Plagman r1980 20 Aug, 14:05 Build 1982 Engine
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    When walking the sectors in displayrooms, detect floor/sector masks to place them in a mask queue. The queues are allocated on the heap, but a stack pointer is maintained by the displayrooms to allow it to play nice with mirror recursion. Right now the masks are drawn after all of drawmasks is finished; that means you can see sprites and wall masks through sector masks, but not the opposite. There is a slight attempt at blending far to near, but nothing too conclusive yet; that means that in some cases some sector masks won't be visible through other sector masks, but it should work for trivial cases. The next step would be to copy all the drawmasks logic into Polymer and have it (attempt to) properly interleave sector masks where they belong in the blending order.

  • Don't draw 1-way walls twice.

    Plagman r1979 20 Aug, 14:05 Build 1982 Engine
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    Previously they would get counted both as 1-way walls for immediate drawing and as mask walls for delayed drawing.

  • Don't bother fogcalc()ing invisible planes.

    Plagman r1978 20 Aug, 14:05 Build 1982 Engine
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    Doesn't actually matter that much.

  • handle floor/ceiling translucency.

    Plagman r1977 20 Aug, 14:05 Build 1982 Engine
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    Assigns the right alpha value to floor/ceiling planes if their translucency bits are set and make sure that changing the cstat now triggers an update of the material for editing purposes. This doesn't do anything by itself, but will be needed to correctly draw floor/ceiling masks.

  • Reorganize main displayrooms loop a bit.

    Plagman r1976 20 Aug, 14:04 Build 1982 Engine
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    When walking the sectors, put more drawing work between queuing and reaping the occlusion queries to potentially make them more efficient.

  • Correct(er) TROR walking.

    Plagman r1975 20 Aug, 14:04 Build 1982 Engine
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    Enumerate the vertical siblings of each walked sector and check them against the current frustum. No occlusion queries yet, but that should correct any missing sectors until a flaw in that logic is discovered.

  • General

    Polymer skeleton cleanup.

    Plagman r1974 20 Aug, 14:04 Build 1982 Engine
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    Reorganize polymer.c a bit to match the order of prototypes from the header, move macros from the middle into the header.

  • General

    disable undo/redo editor feature until I can debug the disappearing sprites

    Helixhorned r1973 20 Aug, 04:54 Build 1973 Engine
  • General

    disable hidden switch heuristic of r1968

    Helixhorned r1972 20 Aug, 04:53 Build 1973
  • General

    slight tweak for software renderer sprite picking: don't pick them if they're behind a TROR portal from the current position.

    Helixhorned r1971 18 Aug, 15:01 Build 1971 Engine
  • General

    Make Ctrl-Alt-A also remove gray walls in the side-view mode. This makes TROR-heavy maps look much less cramped when used in conjunction with Ctrl-A.

    Helixhorned r1970 18 Aug, 15:01 Build 1971 Engine
  • General

    Various cleanup work:

    Helixhorned r1969 17 Aug, 11:52 Build 1969 FixEngine
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    - fix an earlier 'oops': make highpals load correctly again - maphack lights shouldn't be double-loaded now - slight tweak to the loading screen fadein/out timing - two bound checks - make some variables static in engine.c

  • General

    Take a stab at hidden model switch handling. There are at least two ways by

    Helixhorned r1968 17 Aug, 11:52 Build 1969 Engine
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    which switches have been hidden in the original and user maps. One is to make it face a wall, and another is to 'embed' it in e.g. the floor, like the monitor with the burning fuse in E4L1. Both kinds show up when the switches are rendered as models, revealing the secrets that the mapper sought to hide. My proposal, implemented in this commit, is to apply a heuristic for such switches at premap and make them invisible (set cstat bit 32768). The conditions are re-checked during the game in case there is a switch coming out of the floor, for example. A new spriteext bit is used for this feature.

  • General

    * "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.

    Helixhorned r1967 16 Aug, 12:17 Build 1967 FixEngine
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    The two bugs are: - RPG projectiles don't pass through water - can't emerge from slime in bobsp2 * Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again.

  • General

    fix sector updating between TROR bunches, leading to 'being stuck' glitches. Difference: one character.

    Helixhorned r1966 15 Aug, 08:46 Build 1966 FixEngine
  • General

    Fix colored fog in Polymer.

    Plagman r1965 14 Aug, 20:41 Build 1965 FixEngine
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    This fixes a ridiculous interaction problem between non-black fog and additive lighting passes. Plagman is stupid.

  • General

    Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t

    TerminX r1964 12 Aug, 08:40 Build 1964 FixCON
  • General

    ENet 1.3.3

    TerminX r1963 11 Aug, 23:07 Build 1963
  • General

    fix rotscrnang weirdness for any r_usenewaspect

    Helixhorned r1962 11 Aug, 14:49 Build 1962 Fix
  • General

    make r_usenewaspect imply NOT glwidescreen (i.e. disable r_anamorphic there, because that would be redundant). r_projectionhack is still active, but doesn't seem to do much.

    Helixhorned r1961 10 Aug, 04:58 Build 1961
  • General

    * fix screen warping with r_usenewaspect: now you have a larger FOV when being shrunk

    Helixhorned r1960 10 Aug, 04:47 Build 1961 FixEngine
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    * fix 'squishing' when taking off shrunk (the reason was TROR game code using updatesectorz) and a potential sector[-1] access

  • General

    * Address http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__103306

    Helixhorned r1959 9 Aug, 09:03 Build 1959 Fix
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    by using setspritez() instead of setsprite() for the sectnum updating. * Change 'yax-nextwall(0/1)' to 'upwall/downwall' in the corruption checker, makes it much nicer to read.

  • General

    don't crash wall alignment with void-tiled walls

    Helixhorned r1958 8 Aug, 12:30 Build 1958 FixEngine
  • General

    * skip grayed out sectors when changing tags in 2d mode

    Helixhorned r1957 6 Aug, 04:50 Build 1957 Engine
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    * make Ctrl-Alt-A (formerly 'toggle inner gray walls') now remove all gray walls entirely in 2d mode * make r_usenewaspect enabled by default

  • General

    Add a warning when calling {save,load}mapstate from EVENT_ANIMATESPRITES (forgotten from earlier changes).

    Helixhorned r1956 3 Aug, 10:22 Build 1956 CON
  • General

    Lots of M32script tweaks:

    Helixhorned r1955 3 Aug, 10:22 Build 1956 FixEngineCON
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    * fix breaking out of 'switch' blocks and compilation of the 'default' case * Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them. * new branching command 'ifinteractive', true if a state runs from the menu mentioned above. * new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags> See 'state collect_teleporting_sectors' in a.m32 for a combined usage of the new functionality.

  • General

    fix a typo that made TROR-nextwall corruptions only detected for the ceiling and write an auto-correction routine for inconsistencies with them.

    Helixhorned r1954 1 Aug, 12:04 Build 1954 Fix

July 2011

  • General

    Patch up this issue:

    Helixhorned r1953 30 Jul, 13:36 Build 1953
    Show details

    http://forums.duke4.net/topic/4685-glitch-on-keyboard-customization-page/ by setting the key_names[] characters in the non-ASCII range to '?' on Windows

  • General

    * a.m32: new state 'correctslopes' which will check all ceilings and floors for a stat&2 and heinum mismatch and correct accordingly (the result isn't visible, but such an inconsistency can prevent planes from TROR-joining)

    Helixhorned r1952 30 Jul, 06:03 Build 1952 Engine
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    * helper feature: when shade preview is enabled, the ceilings and floors of highlighted sectors are shown in pal 6. This makes it possible to highlight the TROR-joining candidate sectors in 3D mode using e.g. 'sethighlightsector searchsector 1' while aiming at the respective ceilings and floors, and get visual feedback. * when failing TROR-joining early ('no consistent joining combinations found'), print to the console why it failed. * more Makefile.deps updating

  • General

    update Makefile.deps

    Helixhorned r1951 29 Jul, 15:08 Build 1951
  • General

    maint 2: refactor bits of code that twiddle/untwiddle pointers for persistent storage into a G_Util_PtrToIdx() function

    Helixhorned r1950 29 Jul, 15:07 Build 1951
  • General

    maint 1: refactor 3 redundant instances of the same code into G_ResetInterpolations()

    Helixhorned r1949 29 Jul, 15:07 Build 1951
  • General

    move tiles.cfg out of eduke32/samples/ into eduke32/ and update synthesis.sh to reflect that

    Hendricks266 r1948 28 Jul, 14:12 Build 1948
  • General

    minor change in duke3d.def.sample to link to the wiki, but it still needs a major overhaul

    Hendricks266 r1947 28 Jul, 14:10 Build 1948