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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October 2015 8 builds · 46 commits

Build 5387

20 Oct 2015 · 3 commits · 1 author SVN
Open build
  • General

    Fix saving and loading crosshaircolor, and fix fps counter color when using a palette that doesn't correspond to Duke3D's color indexes.

    TerminX r5387 20 Oct, 00:15 Fix
  • General

    Add colmatch object to MSVC Makefile. DONT_BUILD.

    TerminX r5386 20 Oct, 00:14
  • fix 2d3d mode input issue when sector is -1

    TerminX r5385 20 Oct, 00:14 FixEngine

Build 5384

10 Oct 2015 · 9 commits · 1 author SVN
Open build
  • General

    Fix a crash in the editor when the basepalette is loaded from def instead of PALETTE.DAT, caused by trying to getclosestcol() without having initialized the colormatching code. Exposed in r5359; previously resulted only in erroneous matching to an all-#000000 palette.

    Hendricks266 r5384 written 9 Oct 2015 Fix
  • General

    Since gcc 4.2 complains about it on OS X 10.7, use initputs instead of initprintf when printing a single argument, even if it is already char const *.

    Hendricks266 r5383 written 9 Oct 2015
  • General

    Always compile with "-Wno-missing-braces", as the warnings it hides are useless. "-Wmissing-field-initializers" (part of "-Wextra") should cover us.

    Hendricks266 r5382 written 9 Oct 2015
  • General

    Fix two unused function warnings in mdsprite.c when building with POLYMER=0.

    Hendricks266 r5381 written 9 Oct 2015 FixEngine
  • General

    OS X: Fix -Wdeprecated-declarations compiler warnings in the startup windows.

    Hendricks266 r5380 written 9 Oct 2015 Fix
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Build 5375

3 Oct 2015 · 9 commits · 1 author SVN
Open build
  • Add globalgameflag DUKE3D_NO_HARDCODED_FOGPALS, which prevents the game from automatically defining white, red, green, and blue fogpals in the first four adjacent empty palookup slots it finds.

    Hendricks266 r5375 3 Oct, 04:53 Engine
  • General

    Add globalgameflags to Duke-Mapster32's game-side def parsing.

    Hendricks266 r5374 3 Oct, 04:53 Engine
  • General

    Move PaletteIndexFullbrights back into the engine and autodetect fullbrights instead of hardcoding them.

    Hendricks266 r5373 3 Oct, 04:53 Engine
  • Automatically disable ASM when "arm" is found in `uname -m` on Linux.

    Hendricks266 r5372 3 Oct, 04:53
  • General

    Reverse the iteration direction of the getclosetcol fallback loop, preferring the tiebreaking color to be the first one numerically in the palette, not the last.

    Hendricks266 r5371 3 Oct, 04:53
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September 2015 8 builds · 28 commits

Build 5366

27 Sep 2015 · 9 commits · 1 author SVN
Open build
  • Add "numalphatables" token, which serves the same purpose as the lognumalphatabs byte in PALETTE.DAT.

    Hendricks266 r5366 27 Sep, 14:18
  • General

    Fix error in r5346 that broke the MoreBlendTab section of PALETTE.DAT.

    Hendricks266 r5365 27 Sep, 14:18 Fix
  • General

    Fix RENDERTYPE=WIN build by changing a const char* to a char*, which had been cast to (void *) before passing to free() (which is bad practice) prior to r5352.

    Hendricks266 r5364 27 Sep, 14:18 Fix
  • General

    Build tools: Clean up transpal and link it to colmatch.c instead of including a separate copy of the (old!) getclosestcol code.

    Hendricks266 r5363 27 Sep, 14:18
  • General

    Split the initialization of the pragma.h's libdivide tables into its own function.

    Hendricks266 r5362 27 Sep, 14:18
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Build 5357

23 Sep 2015 · 5 commits · 1 author SVN
Open build
  • Clean up the animtilerange token so that it is possible to specify backward animations in the logical tile1 > tile2 way.

    Hendricks266 r5357 23 Sep, 23:32
  • Fix a bug with the tilefromtexture { texture } subtoken, where alphacut was interpreted in an inverse fashion, generally causing hightile textures defined this way to appear completely transparent.

    Hendricks266 r5356 23 Sep, 23:31 FixEngine
  • Correct handling of size-zero gamearrays: Prevent a crash upon loading a savegame containing them, and allow resizearray to zero.

    Hendricks266 r5355 23 Sep, 23:31 FixCON
  • Fix a harmless "Internal compiler error" warning when using quick structure access on userdef.

    Hendricks266 r5354 23 Sep, 23:31 FixCON
  • CON

    Add "defstate" token which functions identically as in M32script: synonymous with CON's "state" only at top-level (when defining a state). Useful for syntax highlighting.

    Hendricks266 r5353 23 Sep, 23:31 CON

Build 5352

23 Sep 2015 · 5 commits · 1 author SVN
Open build
  • General

    Remove NULL checks before calling free(): they are unnecessary as per the C standard. Other cleanup includes factoring code into DO_FREE_AND_NULL() macros.

    Hendricks266 r5352 23 Sep, 10:55
  • Add basepalette, palookup, and blendtable tokens.

    Hendricks266 r5351 23 Sep, 10:55 Engine
  • Prevent tilefromtexture from ever assigning index #255 (the transparent color) to the processed image.

    Hendricks266 r5350 23 Sep, 10:55
  • General

    Internally, work with 24-bit palettes instead of 18-bit.

    Hendricks266 r5349 23 Sep, 10:55
  • General

    Restructure the basepaltable subsystem to support up to 256 palettes and use dynamic allocation like palookup and blendtable.

    Hendricks266 r5348 23 Sep, 10:55 Engine

Build 5347

23 Sep 2015 · 3 commits · 1 author SVN
Open build
  • General

    Don't error out when lookup.dat can't be read.

    Hendricks266 r5347 23 Sep, 10:54
  • General

    Restructure loadpalette() so that read errors are not immediately fatal and enforce that the necessary parts have been loaded in E_PostInit (after loaddefinitionsfile()).

    Hendricks266 r5346 23 Sep, 10:54
  • Add E_PostInit, called from the game after loaddefinitionsfile().

    Hendricks266 r5345 23 Sep, 10:54 Engine

Build 5342

7 Sep 2015 · 3 commits · 1 author SVN
Open build
  • General

    Update the precompiled Windows libraries: libogg 1.3.2, libvorbis 1.3.5

    Hendricks266 r5342 7 Sep, 19:58
  • General

    Merge compat-from-mingw-w64 into compat-to-msvc since we dropped support for mainline MinGW32, and add dll_dependency.S so we don't need to build the libs with "-fno-stack-check -fno-stack-protector -mno-stack-arg-probe".

    Hendricks266 r5341 7 Sep, 19:58
  • General

    Reinstate the printing of quote 121 when DNKEYS is used.

    Hendricks266 r5340 7 Sep, 19:57

August 2015 10 builds · 26 commits

Build 5338

30 Aug 2015 · 1 commit · 1 author SVN
Open build
  • in manual member editing, Shift+ENTER allows toggling individual bits

    Helixhorned r5338 30 Aug, 00:24 Engine
    Show details

    For values that are displayed in hex. Patch by The Mechanic, with modifications.

Build 5337

29 Aug 2015 · 2 commits · 1 author SVN
Open build
  • CON

    amend action's viewtype -8 to be more in line with the others.

    Helixhorned r5337 29 Aug, 10:43 CON
  • after playtesting with Esc+[T], break from the key polling loop.

    Helixhorned r5336 29 Aug, 10:43 FixEngine
    Show details

    Bug noticed and fix located by The Mechanic.

Build 5335

29 Aug 2015 · 1 commit · 1 author SVN
Open build
  • CON

    allow viewtype -8 for 'action', meaning to x-flip the shown sprite.

    Helixhorned r5335 29 Aug, 03:21 EngineCON
    Show details

    Similarly to how -5 and -7 and are accepted since r3859.

Build 5332

15 Aug 2015 · 6 commits · 1 author SVN
Open build
  • General

    Fix USE_OPENGL=0 build.

    Hendricks266 r5332 15 Aug, 14:28 Fix
  • Mostly revert r5326, and instead restrict the starting and stopping text input to touch devices where we need the on-screen keyboard to appear. This maintains the bugfix on targets with a physical keyboard.

    Hendricks266 r5331 15 Aug, 14:28 Fix
  • General

    Fix the Custom game content directory startup window option loading the folder alphabetically previous to the one selected when the "autoload" folder is present.

    Hendricks266 r5330 15 Aug, 14:28 Fix
  • Add EVENT_PREDRAW2DSCREEN.

    Hendricks266 r5329 15 Aug, 14:28 EngineCON
  • General

    Improvements to the MSVC project.

    Hendricks266 r5328 15 Aug, 14:27
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Build 5326

9 Aug 2015 · 6 commits · 1 author SVN
Open build
  • don't enable/disable SDL text input.

    Helixhorned r5326 9 Aug, 02:58
    Show details

    At program start, text input is enabled anyway and it does not seem to have any adverse effects. However, disabling it after e.g. game save leads to the OSD not working properly any more: normal keys are passed via handleevent_pollsdl's SDL_TEXTINPUT case.

  • don't repeat #ifdef/#endif for SDL_{Start,Stop}TextInput().

    Helixhorned r5325 9 Aug, 02:58
  • General

    SDL2 layer: handle all Ctrl+[A-Z] keys passed to OSD_HandleChar().

    Helixhorned r5324 9 Aug, 02:58
    Show details

    See that function for a list of what these do in the OSD.

  • OSD

    fix oob write for Ctrl+K ("delete all to end of line").

    Helixhorned r5323 9 Aug, 02:58 Fix
  • in test/helixspawner.lua, make COLOR a global variable. DONT_BUILD.

    Helixhorned r5322 9 Aug, 02:58
    Show details

    To demonstrate and test that it can be modified from outside, and that these changes are kept with savegame restores.

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Build 5320

8 Aug 2015 · 2 commits · 1 author SVN
Open build
  • add config variable 'corruptcheck_heinum'.

    Helixhorned r5320 8 Aug, 00:04 FixEngine
    Show details

    With 3 modes: 0: auto-correction and warning disabled 1: auto-correction enabled (default, current behavior) 2: auto-correction and warning enabled

  • make BOUNCEMINE spawn FRAMEEFFECT only if moving horizontally.

    Helixhorned r5319 8 Aug, 00:04 CON
    Show details

    Also add "zshoot -4096 BOUNCEMINE" to lunatic/test/weaponvars.con to demonstrate that bouncemines can be shot.

Build 5316

2 Aug 2015 · 2 commits · 1 author SVN
Open build
  • don't spawn FRAMEEFFECT1 for BOUNCEMINE.

    Helixhorned r5316 2 Aug, 01:40 FixEngine
    Show details

    There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/

  • General

    engine.c: use swapptr() instead of swaplong() in two cases in drawmasks().

    Helixhorned r5315 2 Aug, 01:40 Engine