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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June 2020

  • Fix error: 'filelength' was not declared in this scope

    Hendricks266 82b94a7 6 Jun, 16:29 Build 9083 Fix
  • Handle -Wcast-function-type warnings

  • General

    Add Build Tool target names to .gitignopre

  • General

    Fix a possible jitter upon changing the player's action

    NY00123 23173ae written 5 Jun 2020 Build 9083 Fix
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    (e.g., beginning to jump, or landing on ground); Reproduced with the input being tied to framerate while SO interpolation is toggled on. This involves the following modifications: - PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set from various DoPlayerBegin* functions, allowing the player to continue turning/aiming as usual (right before the next call to domovethings), even in specific instances of player action changes. - If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and after calling pp->DoPlayerAction from domovethings altogether, ensure that the player's oq16ang/oq16horiz is updated by making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed. This change is not applied for a dead player, though.

  • General

    sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test

    NY00123 b47b123 written 27 May 2020 Build 9083
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    in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake. The interpolation should still apply, albeit not while the viewing angle is changed via the player's own input. We should also continue interpolating in coop view.

  • SW

    This should hopefully be a better way of fixing the lack of

    NY00123 5b33797 written 27 May 2020 Build 9083 FixEngine
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    interpolation of player turning/aiming/movement, while being carried by a sector object, without SO interpolation. This is a continuation of 73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1, aiming to fix a jitter in case the player is continuously getting pushed by a wall (e.g., on the boat in level 5). Basically, this moves the relevant assignments from track.cpp:MovePlayer and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these functions has been missed, pushwall and clipmove can be called from player.cpp in the following instances, which should be covered: - Via DoPlayerMove, which is the function getting the fix now. - Via DoPlayerSlide, which is called in the beginning of DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade, followed by DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerDive, followed by DoPlayerMove if the player doesn't stop diving.

  • fix CON_INITTIMER issue where the timer callback wasn't being set again after changing the rate

    TerminX c842f17 5 Jun, 14:01 Build 9076 Fix
  • move REVSTR stuff to rev.h so it doesn't need to be duplicated between rev.cpp and windows_inc.h

    TerminX 659c2ec 5 Jun, 13:35 Build 9076 Engine
  • specify 9 characters of length when generating VC_HASH

    TerminX 55d9f80 5 Jun, 12:11 Build 9076
    Show details

    This is the default for current versions of git, but older versions used a default of 7.

  • fix rev.cpp so it works properly outside of builds on Windows

    TerminX 8a08e78 5 Jun, 11:55 Build 9073 FixEngine
  • use HEAD instead of origin for generating VC_HASH

    TerminX 15f5d02 5 Jun, 10:19 Build 9073
  • EDUKE32_STANDALONE build fix

    TerminX 3623df0 5 Jun, 09:16 Build 9071 Fix
  • add source control version information to window title strings, and refactor all calls to wm_setapptitle() to go through G_UpdateAppTitle()

    TerminX afa1e57 5 Jun, 05:57 Build 9070
  • fix winlayer wm_setapptitle() to deal with being passed a pointer to apptitle[]

    TerminX 2117042 5 Jun, 05:55 Build 9070 FixEngine
  • move swallf[] and lookups[] allocation to videoAllocateBuffers()

    TerminX 659537d written 3 Jun 2020 Build 9070 Engine
  • General

    Revert "Duke3d: throw S_Update() back into the main loop to prevent audio popping"

    TerminX 4e481d1 written 2 Jun 2020 Build 9070 Fix
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    Reverts
    0a877c0 — Duke3d: throw S_Update() back into the main loop to prevent audio popping (Build 9040)
  • change calcFrameDelay() to no longer reduce the frame limit by 1 fps per 60Hz of refresh rate with r_maxfps -1

    TerminX c7c88db written 2 Jun 2020 Build 9070 FixEngine
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    This worked fine with G-SYNC displays, but I guess it sucked for regular 60Hz setups for some people. This should be tested for regressions...

  • General

    Assignments

    TerminX b521ab9 written 2 Jun 2020 Build 9070
  • General

    Prevent tripbombs from being placed at extreme distances.

    Dino Bollinger 067206e 4 Jun, 09:32 Build 9064 Fix
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    Technically, an overflow is still possible, but with unsigned integers it is highly unlikely to satisfy (sum_squares < 290*290) in practice.

  • General

    Clear mouse wheel input when tile selection cannot be moved.

    Dino Bollinger d498eaa 2 Jun, 22:24 Build 9063 Fix
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    Fixes #55.

  • General

    Fix previousboardfilename not being updated on newgame or level transition.

    Dino Bollinger 9685735 2 Jun, 22:21 Build 9063 Fix
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    Prevents per-map art from disappearing on savegame load. Fixes #46.

  • General

    Fix sounds reactivating during pause when menu is closed.

    Dino Bollinger a02c8a8 2 Jun, 22:15 Build 9063 Fix
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    Fixes #43.

  • General

    Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.

    Jordon Moss e11ae4f 2 Jun, 18:18 Build 9063 FixEngine
  • General

    Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.

    Jordon Moss b6d9751 written 1 Jun 2020 Build 9059 FixEngine
  • fix DemandFeed playback

    TerminX 176a779 1 Jun, 05:39 Build 9058 Fix
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  • mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value

    TerminX 98351dd written 30 May 2020 Build 9058 CON
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    This is so I can tell the difference between actor .t_data[] values that are actually set to something defined in CON versus bullshit arbitrary internal usage of the same variable, which I need for a future commit.

  • improve WT FLAMETHROWERFLAME enemy type check

    TerminX fb4c4d5 written 30 May 2020 Build 9058
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    I don't expect anyone to make an EDuke32-compatible WT mod where other enemies shoot FLAMETHROWERFLAME, but if they do the behavior will at least be consistent across enemy types.

  • optimize A_RadiusDamage()

    TerminX 56a6ba6 written 30 May 2020 Build 9058 Engine
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    This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.

  • General

    four spaces

    TerminX 3b20f61 written 28 May 2020 Build 9058

May 2020

  • remove extraneous call to videoNextPage() when handling savegames initiated from CON

    TerminX e784aa3 28 May, 08:32 Build 9053 CON
  • amend b164d944351463696e43eba4179dbd51c8c13885 to take slopes into account

    TerminX 4e2a326 written 27 May 2020 Build 9053
  • call handleevents() from CONTROL_PollDevices()

    TerminX d55c4e9 written 25 May 2020 Build 9053
  • improve nextsectorneighborz() return value checks

    TerminX 0224524 written 25 May 2020 Build 9053 Engine
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    Improves the messages printed to console when bailing out of sector effect processing due to nextsectorneighborz() returning -1. This also adds such a check to ST_21_FLOOR_DOOR, which was missing it entirely. (!!)

  • fix sprite sorting issue that caused broken voxel rendering in polymost

    nukeykt 888bda5 27 May, 18:46 Build 9049 FixEngine
  • SW

    Call OSD_DisplayQueued in DemoPlayback,

    NY00123 e32f897 26 May, 22:41 Build 9048
    Show details

    so OSD commands can have an effect from here

  • SW

    Remove TitleLevel (probably dating back to 1995 prototype builds)

    NY00123 0b98044 26 May, 22:23 Build 9048
  • SW

    Remove DemoOverride, ScenePlayBack and SceneLevel

    NY00123 d2dd9f0 26 May, 22:20 Build 9048
  • General

    SW - interpso.cpp: Imperfect hack for jittery coolies in level 1's train

    NY00123 88dc223 26 May, 22:09 Build 9048 Engine
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    (with SO interpolation turned on). It would be nicer to have something better structured than the given hack, but this currently seems to work, while not breaking the sprites on the boat in the beginning of level 5.

  • General

    sw/src/interpso.cpp:so_dointerpolations:

    NY00123 b62927e 26 May, 21:27 Build 9048
    Show details

    Move ratio calculation out of inner loop.

  • SW

    Write Numsprites to saved game (and update/dup nearby comment)

    NY00123 e8ed7ef 26 May, 21:22 Build 9048
  • General

    Typo fix in mmulti.cpp:netinit warning message related to IPV6

    NY00123 9dacdfb 26 May, 21:24 Build 9048 Fix
  • Set font traits before overwriting MF_Minifont with MF_Bluefont

  • #if 0 out some dead code in XA and XMP support

    TerminX 3cbb6ad 25 May, 05:26 Build 9040
    Show details

    This doesn't look like it's intended to be dead code, but nothing sets Loop.Size anywhere.

  • General

    Bump libxmp-lite back to version 4.5.0

    TerminX fb80731 25 May, 04:46 Build 9040 Fix
    Show details
    Reverts
    8914e7b — Revert "Update libxmp-lite" (Build 8928)
  • use an additional bitmap in clipupdatesector() to mark which sectors have been checked with inside()

    TerminX 453f774 written 23 May 2020 Build 9040 Engine
  • disable annoying clipupdatesector() console warning in release builds

    TerminX 4bb2678 written 23 May 2020 Build 9040 Engine
  • make a few things in clipmove() const that I must have missed the last time I worked on it

    TerminX 23b0d6b written 23 May 2020 Build 9040 Engine
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    Not a particularly exciting set of changes.

  • better handle the GL driver enforcing a particular SwapInterval

    TerminX bb8db7d written 23 May 2020 Build 9040 Engine
  • non-MIDI music is no longer affected by reverb

    TerminX 31bd7eb written 21 May 2020 Build 9040
  • throw S_Update() back into the main loop to prevent audio popping

    TerminX 0a877c0 written 21 May 2020 Build 9040