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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July 2011

  • General

    fix shrinker/expander glowing bug

    Hendricks266 r1946 28 Jul, 14:09 Build 1948 Fix
  • General

    add 'gametics' to the 'dncoords' display, this gives a feeling for how often things are updated wrt the game clock

    Helixhorned r1945 written 27 Jul 2011 Build 1948
  • General

    More fog/visibility tweaking. This makes Polymost's not depend on the screen width.

    Helixhorned r1944 24 Jul, 11:40 Build 1944 Engine
  • General

    * Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.

    Helixhorned r1943 24 Jul, 08:15 Build 1943 FixEngine
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    * New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers. * Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected; Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them). * some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.

  • General

    Janitorial work part 2, perfect for a rainy day. This fixes a lot of leaks, both on the client side as well as for memory allocated by OpenGL. If you had crashes after a few times of restartvid'ing in Polymer, this should fix it.

    Helixhorned r1942 22 Jul, 15:00 Build 1942 FixEngine
  • General

    A bit of cleanup with memory issues.

    Helixhorned r1941 22 Jul, 06:32 Build 1941 FixEngine
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    First, it is now possible to disable the memcache (which is there to cache the texcache) by setting the new cvar 'r_memcache' to 0. Do this if you're constrained on memory or getting crashes when e.g. doing vidrestart often. Also, the memcache will disable itself (and free its storage, if it's there) the first time it fails to allocate. Fix a strcpy with identical arguments in game.c and a couple of uninitialized mem accesses related to Polymer lights.

  • General

    fix my earlier keep.me fix to not print a newline so that the produced files match the svn copy

    Hendricks266 r1939 21 Jul, 16:40 Build 1939 Fix
  • General

    delete mistakenly added 'eduke32/source/jaudiolib/obj_win' folder

    Hendricks266 r1938 21 Jul, 16:37 Build 1939
  • General

    My first commit!

    Hendricks266 r1937 21 Jul, 15:39 Build 1939 FixEngine
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    The main feature is the addition of -mx and -mh command-line parameters to EDuke32 and Mapster32. These parameters include a con and def "module" respectively. This translates into essentially including the file from the bottom of the compiled script. I fixed the classic buggy behavior of the BROKEHYDROPLANT and REACTOR2 sprites. I also fixed a small, long-standing bug where FRAMEEFFECT1 blurs are not affected by sector floorpal. You can see one example of this by shrinking the Enforcer on the upper inside of the toppled building in E3L11: Freeway. I tweaked the Makefile so that it would automatically regenerate the keep.me files in the $(OBJ) and $(EOBJ) directories after they are deleted for cleaning. One final change is a slight positioning cleanup of both programs' --help dialog boxes.

  • General

    fix stupid crash with Alt-C (picnum replacer)

    Helixhorned r1936 21 Jul, 14:01 Build 1936 Fix
  • General

    Build fix for OSX/PowerPC

    Helixhorned r1935 20 Jul, 16:04 Build 1935 Fix
  • General

    Make useractor's <actortype> bit 4 mean 'this actor will not move by itself' to make it possible to have it in a rotating sector with full rounding correction. No token name is provided because the three others come from CON and I don't want to clutter the namespace; fix the editor issue where the box wasn't shown on occasion in the tile selector (8-bit)

    Helixhorned r1934 20 Jul, 15:08 Build 1934 FixEngineCON
  • General

    VP8 video playback as (side-by-side) replacement of ANM moving pictures.

    Helixhorned r1933 18 Jul, 12:06 Build 1933 FixEngine
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    Usage: For an ANM file <somefile>.anm/ANM, EDuke32 looks for <somefile>.ivf, which is the VP8 stream transported by an IVF container. It can be extracted from a WebM file with e.g. mkvextract tracks <filename>.webm 1:<filename>.ivf (part of Mkvtoolnix, the Matroska toolset) Libvpx is required, and the 'YUV'-->RGB conversion is implemented using a fragment shader, so it's for OpenGL modes only. Also, this commit doesn't enable the code. Unfinished: sound, aspect correction for fullscreen w/ non-square pixels, ... ? --- Make MAXNODESPERLINE in engine_priv.h actually a macro that depends on MAXYSAVES and MAXDIM instead of using the obsolete precomputed value. I think this might have been the cause for the latest patched-up overhead view crash.

  • General

    Make smostcnt an int32 to prevent overflow (and subsequent crash) with too many saved positions; In Mapster, make it possible to bunch-join an extended with a non-extended floor inner to the first one, so that inner sectors created out of loops can be deleted by joining the sectors then.

    Helixhorned r1932 13 Jul, 09:42 Build 1932 FixEngine
  • General

    * new editor cfg options: corruptcheck_noalreadyrefd (silinces 'already referenced warning'), r_usenewaspect, r_screenxy

    Helixhorned r1931 10 Jul, 08:39 Build 1931 FixEngineCON
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    * Read-only CON access to sector bunchnums by adding the labels '.ceilingbunch' and '.floorbunch' to the CON sector structure

  • General

    * Join-bunch functionality in 2d mode ('J'). When applied to two adjacent extended floors with different bunchnums, this makes them equal so that their sectors can be joined in a next step if their ceiling bunchnums are equal. The two floors also must be non-sloped and at the same height.

    Helixhorned r1930 9 Jul, 10:36 Build 1930 FixEngine
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    * slightly tweaked status line, now also displaying the number of bunches * fix a couple of issues unearthed by valgrind and a TROR nextwall corruption when joining sectors

  • General

    Fix embedded gog.com duke3d URLs... zero functional changes in this commit

    TerminX r1929 4 Jul, 21:56 Build 1929 Fix
  • General

    Addresses posts #180 and #181 of the TROR thread. Specifically,

    Helixhorned r1928 4 Jul, 14:20 Build 1928 FixEngineCON
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    * it is now possible to paste (and have an outer red wall automatically) highlighted sectors into a sector that is extended on one side and non-sloped on the other. For this, the highlighted sectors must be in one connected component. * Make it possible to not display inner gray walls, toggled with Ctrl-Alt-A, but only when no manual grayout (Ctrl-R) is in effect. * bugfix: don't clear original TROR-nextwall link when duplicating extended highlighted sector * m32script: protect wall members relevant to TROR * save autogray (Ctrl-A) and showinnergray (see above) to mapster32.cfg

  • General

    * New m32script commands:

    Helixhorned r1927 3 Jul, 15:51 Build 1927 FixEngineCON
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    - sethighlightsector <sectnum> <on?> - updatehighlightsector - collectsectors <<array_to_collect_sectnums>> <initial_sector> <<num_collected_sectors>> <sector_filtering_state> The latter does a breadth-first search starting from an initial sector and collects nextsectors only when the filtering state, given a sectnum as RETURN input, writes a nonzero value into RETURN. As a usage example, a.m32 includes the state 'collect_teleporting_sectors', that collects all sectors containing an SE7 and highlights them afterwards. This way, it should be possible to retrofit old maps with TROR by distributing small scripts that do most of the work (right now, joining has to be done by hand, though). * corruption checker: for the 'nextwall inconsistent with nextsector' corruption, suggest an alternative fix by searching fitting nextwalls and changing the nextwall of the corrupt wall (as opposed to the nextsector). It will display with a leading '?' in the listing, and can be demanded by suffixing 'corruptcheck tryfix' with it. For example, corruptcheck tryfix 9-21 ? would fix some corruptions in Billy Boy's cranium.map without introducing drawing errors. * fix demo playback (tueidj figured this out)

  • General

    * We cansee() now through TROR portals, making enemies recognize you from above and below

    Helixhorned r1926 1 Jul, 10:15 Build 1926 Fix
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    * fixed subway roof interpolation; also small tweak to make this possible: http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__99099 * API change: Sect_{Set,Clear}Interpolation now takes sectnums directly

  • General

    fix MSVC build

    Helixhorned r1925 1 Jul, 05:22 Build 1925 Fix

June 2011

  • General

    * Fix usage of uninitialized array (\!), which could result in TROR connections being deleted at random when deleting sectors. I guess this is a sign of approaching senility :(

    Helixhorned r1924 29 Jun, 12:57 Build 1924 FixEngine
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    * When dragging highlighted sprites, do a setsprite() after each position update. This way, they won't end up on the wrong level * TROR support for SE 31 and 32 in-game, example provided in test map * some uncommited stuff for TROR: SE 6/14

  • General

    make min. resolution 320x200 (Hendricks266's request)

    Helixhorned r1923 27 Jun, 03:55 Build 1923
  • General

    fix highlighted sector deleting and probably a couple of other inconsistencies stemming from that bug

    Helixhorned r1922 26 Jun, 16:29 Build 1922 FixEngine
  • General

    * Make destructable ceilings and floors (SE 13 pointing down) behave well with TROR; also carry sprites and players on the roof of a subway. The latter uses t_data[9] on the pivot sprite.

    Helixhorned r1921 26 Jun, 14:59 Build 1921 FixEngine
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    * Make the minimum resolution possible 640x480. Sometimes you'd accidentally enter something like 'vidmode 800 60' and crashes would ensue... * fix a warning

  • crash prevention for bad pal sprites (and warning in Mapster 3D mode)

    Helixhorned r1920 26 Jun, 06:00 Build 1920 FixEngine
  • General

    Polymer ROR support, but no support for masked floor/ceilings yet.

    Plagman r1919 26 Jun, 01:54 Build 1919 Engine
  • General

    Fix the blacked out bonus screen and run game.c through astyle

    TerminX r1918 25 Jun, 09:37 Build 1918 Fix
  • General

    another small fix

    Helixhorned r1917 24 Jun, 06:23 Build 1917 Fix
  • General

    Don't crash G_ShowCacheLocks when there are many locks; Better sprite interpolation in subways

    Helixhorned r1916 24 Jun, 04:16 Build 1916 FixEngine
  • General

    Patch from Hendricks266 to add "-rts" command line parameter

    TerminX r1915 23 Jun, 08:41 Build 1915
  • General

    I now understand SE0's

    Helixhorned r1914 22 Jun, 12:26 Build 1914
  • General

    Make certain sprites in rotating sectors impervious against diverging from their initial position due to roundoff error accumulation. The sprites affected are those with statnums 0, STANDABLE, FX, and FALLER (also SE lights, but that shouldn't be considered permanent) contained in sectors with SE 0, 6 or 14. Fix some interpolation issues with such sprites in passing, though they still jitter on occasion. For usage examples, take a look at the updated trueror1.map.

    Helixhorned r1913 22 Jun, 12:12 Build 1913 FixEngine
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    Implementation note: the so instrumented sprites use actor[].t_data[7] to hold a magic number (0x18190000 + pivot spr idx), and t_data[8] and [9] for the initial coords relative to the pivot point.

  • General

    fix NOASM=1 build

    Helixhorned r1912 20 Jun, 14:07 Build 1912 Fix
  • General

    safer sprintf

    Helixhorned r1911 19 Jun, 11:42 Build 1911
  • General

    * Thin out models in memory by removing unused frames. This saves 200MB with DNE on Polymer.

    Helixhorned r1910 19 Jun, 11:30 Build 1910 FixEngine
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    * fix memory corruption when loading a Polymer savegame using another renderer and then change to Polymer * fix possible crash in OSD_Exec() and uninitialized mem access in game config reader * move makeasmwriteable() to baselayer.c

  • General

    Patch from Hendricks266 and whatever changes happened to be in my tree. I hope they work ;)

    TerminX r1909 18 Jun, 17:11 Build 1909 CON
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    "The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used."

  • General

    * Tighter y[ud]most clamping in TROR/classic. This fixes the overdraw bug when standing on the rails in the test map.

    Helixhorned r1908 18 Jun, 06:02 Build 1908 FixEngine
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    * Voxel tweaks: horizontally scale wall-aligned ones by 5/4, make them ignore per-tile yoffset in classic (i.e. emulate Polymost; I think this is more sensible since they're not clipped to floors/ceilings anyway), make Polymost know the voxel scale * Always cull back-facing, one-sided, wall-aligned sprites (classic/Polymost), irrespective of whether it's a sprite, voxel or model. This can lead to falsely not drawing them in certain circumstances, but IMO that's preferable to visible hidden switches etc. * Change defaults for r_novoxmips to 1 and lazytileselector to 0

  • General

    also fix eduke32 on x86 and include a script for compiling all four versions, packing each into a fat binary and zipping the whole pack.

    Helixhorned r1907 17 Jun, 06:11 Build 1907 Fix
  • General

    Replacing 'NSApp' with the value returned from [NSApplication sharedApplication] is the last step to avoid null addresses in the x86 code. Go figure...

    Helixhorned r1906 17 Jun, 04:58 Build 1906
  • General

    A couple more OSX tweaks: pull in 'nibless' SDLMain.m into tree for future hacking, fix backspace ('delete') key in OSD, almost everything to make x86 binaries actually run.

    Helixhorned r1905 17 Jun, 04:53 Build 1906 Fix
  • General

    Fix mapster's command-line parsing and copy over some of the 'custom mod dir' logic, currently used in the sound board to also find files outside of GRPs.

    Helixhorned r1904 16 Jun, 12:39 Build 1904 FixEngine
  • General

    A couple of OSX fixes: one 64-bit cleanup, compilation fix on ppc (is that ever used?), nasm command line fix for x86

    Helixhorned r1903 15 Jun, 03:38 Build 1903 Fix
  • General

    ENet 1.3.2

    TerminX r1902 4 Jun, 09:56 Build 1902
  • General

    A couple of tweaks for easier work with TROR:

    Helixhorned r1901 3 Jun, 17:06 Build 1901 FixEngine
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    * When TROR-joining and sectors reachable through former red walls could need displacement, ask the user; if something is wrong with the walls of the two components to join, jump to that place and print coordinates of offending wall and its point2 in the OSD * Ctrl-TAB in 2D mode now toggles filling of the currently aimed-at sector; it's not very in sync with the rest of the controls though (e.g. some commands will potentially affect each sector that contains the crosshair) * Fill sectors slightly different so that highlighted sectors above each other are easier to distinguish * In the editor, always clear the screen to a 'rainbow' of the palette before each frame. This makes no-draw ('HOM') and accidental translucency glitches stand out more clearly * a few misc. tweaks, consistency checks, and fixes

May 2011

  • General

    -- TROR:

    Helixhorned r1900 29 May, 16:10 Build 1900 FixEngine
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    * Mapster32 now makes sandwiches, too: select all floors of a bunch and 'extend them below'. This will put a new sector between the highlighted ones and the their lower neighbors and displace the z's accordingly. Make sure you have enough headroom. * To facilitate the above, RAlt now has two more modifier keys (checked at release time, as usual): for every sector that would be selected, END will select all sectors whose floor bunchnum equals the first (this is useful for sandwiching), and HOME will select all sectors whose ceiling bunchnum equals it (not very useful, but provided for completeness). * Sloping extended sectors is now checked more rigorously -- misc: * When deleting highlighted sectors with DEL, pressing LShift will now always delete them irrespective whether the mouse pointer is over one of them. This is useful for the cleanup of corrupted maps. * 2D drawing is slightly tweaked so that active walls always display over inactive ones

  • tweak RShift so that unnecessary gray walls aren't selected; fix ugly bug with TROR joining

    Helixhorned r1899 29 May, 05:30 Build 1899 FixEngine
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    game: when entering/leaving water or slime, delay changing palette by one game tic to make it look right

  • General

    fix crash with RTS playback

    Helixhorned r1898 28 May, 07:15 Build 1898 Fix
  • General

    Fix CON_SCRIPTSIZE

    TerminX r1897 27 May, 14:24 Build 1897 Fix
  • General

    set op support for loop highlighting with RCtrl-RShift

    Helixhorned r1896 24 May, 14:46 Build 1896