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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February 2014 19 builds · 68 commits

Build 4290

1 Feb 2014 · 4 commits · 1 author SVN
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January 2014 13 builds · 48 commits

Build 4286

31 Jan 2014 · 7 commits · 1 author SVN
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  • Fix compilation of C++ build, but not starting up yet.

    Helixhorned r4286 31 Jan, 13:13 Fix
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    BUILD_LUNATIC.

  • error on userdefs accesses with non-local current player.

    Helixhorned r4285 31 Jan, 13:13 CON
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    Add lunatic/test/getuserdef.con.

  • General

    Get rid of neartag* global variables. LunaCON: fix 'operate'.

    Helixhorned r4284 31 Jan, 13:13 FixCON
  • General

    sector.c: factor out goto soup in P_CheckSectors() into function.

    Helixhorned r4283 31 Jan, 13:12 Engine
  • General

    sector.c: cleanup round 3, P_ActivateSwitch() refactoring.

    Helixhorned r4282 31 Jan, 13:12 Engine
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Build 4279

30 Jan 2014 · 3 commits · 1 author SVN
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  • General

    Follow-up to RTS cleanup: factor out 2x almost-same code into G_StartRTS().

    Helixhorned r4279 30 Jan, 11:12
  • General

    Reincarnate RTS sound functionality together with cleaning up related code.

    Helixhorned r4278 30 Jan, 11:12 Fix
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    - Make Win+F* also make play and RTS sound, since modern OS's window managers like to eat Alt-F*. (Some Win+F* may be inaccessible too, but together all 10 should hopefully be covered.) - Fix an issue where keys other than F1-F10 were considered as starting an RTS sound and crashing EDuke32 in the process

  • General

    Fix USE_OPENGL=0 build... again. DONT_BUILD.

    Helixhorned r4277 30 Jan, 08:13 Fix

Build 4276

29 Jan 2014 · 1 commit · 1 author SVN
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  • General

    Fix respawn operation with monsters off, rewriting G_OperateRespawns().

    Helixhorned r4276 29 Jan, 10:32 Fix
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    BUILD_LUNATIC.

Build 4275

28 Jan 2014 · 1 commit · 1 author SVN
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  • when clearing bunch number of c/f with yax_setbunch(), don't reset xpanning.

    Helixhorned r4275 28 Jan, 11:03
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    In the non-Lunatic build naturally, since the Lunatic one uses its own member.

Build 4274

27 Jan 2014 · 6 commits · 1 author SVN
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  • General

    Print "32-bit"/"64-bit" along with the version number in the log.

    Hendricks266 r4274 27 Jan, 02:31
  • General

    Remove "-fpermissive" from C++ builds because we don't need it.

    Hendricks266 r4273 27 Jan, 02:31
  • gltexinvalidatetype(INVALIDATE_ART) so that loading or unloading an ART set will take effect when using the OpenGL renderers.

    Hendricks266 r4272 27 Jan, 02:31 Engine
  • Don't use SDL_Renderer if it is a software fallback, because that would only waste memory and speed.

    Hendricks266 r4271 27 Jan, 02:30
  • Eliminate a memory leak when changing resolutions with SDL_Renderer 8-bit mode.

    Hendricks266 r4270 27 Jan, 02:30 Fix
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Build 4268

27 Jan 2014 · 2 commits · 1 author SVN
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  • Introduce support for PlayStation CD-XA audio, a simple ADPCM format.

    Hendricks266 r4268 27 Jan, 02:30 Fix
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    It's functional, but due to the odd 37.8 KHz nature of the format, I will need to add a resampler to the audiolib to prevent the aliasing artifacts that occur at present. I also hear clicks/pops every so often, but I do not know if a resampler would fix these as well or if they are a separate problem. Note that you cannot directly use the four XA files on the Total Meltdown disc because they each contain eight songs. They would need to be split using a utility I wrote that is outside the scope of this SVN.

  • Fix a harmless C++ warning. (malloc casting, for those interested)

    Hendricks266 r4267 27 Jan, 02:29 Fix
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    EDuke32 has me so accustomed to straight C... using a template and pass-by-reference makes my day.

Build 4266

24 Jan 2014 · 6 commits · 1 author SVN
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  • add codegen option -fbad-getactorvar-use-pli for C-CON compatibility.

    Helixhorned r4266 24 Jan, 13:39 CON
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    Also, improve -Wnumber-conversion warning by printing the resulting number. BUILD_LUNATIC.

  • make wall texture alignment [.]/[,] work with bottom-swapped walls.

    Helixhorned r4265 24 Jan, 13:39 Engine
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    In simple cases, it should be added. Combinations of alignment across TROR boundaries and bottom-swapping will probably not work right.

  • General

    Improve determination of when a sprite should be drawn before a masked wall.

    Helixhorned r4264 24 Jan, 13:39 Engine
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    Concretely, in the "behind, outside" case, draw the sprite early if any of its 2 or 4 corner points are behind the masked wall, and inside the cone or on the other outside.

  • don't attempt audio format auto-detection for less than 12 bytes.

    Helixhorned r4263 24 Jan, 13:38
  • document engine.*shadetab() functions. DONT_BUILD.

    Helixhorned r4262 written 19 Jan 2014 Engine
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Build 4260

15 Jan 2014 · 3 commits · 1 author SVN
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  • make gv.current{Level,Episode} one-based and document them.

    Helixhorned r4260 15 Jan, 12:29 CON
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    Also, in LunaCON, make player .palette member read-only. BUILD_LUNATIC.

  • General

    Per-map ART tiles: don't back up or restore reserved tiles.

    Helixhorned r4259 15 Jan, 12:29 Fix
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    This prevents a crash and maybe other badnesses when e.g. loading a map with ART tiles, doing something that allocates a reserved tile (such as looking into a viewscreen), then loading another map where the tilesiz* of TILE_VIEWSCR is restored to 0.

  • fix one error message, make -h/--help display usage.

    Helixhorned r4258 15 Jan, 12:29 Fix
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    Actually, right now, any first arg starting with '-' will show the usage.

Build 4257

12 Jan 2014 · 3 commits · 1 author SVN
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  • General

    Engine-side per-map ART file support.

    Helixhorned r4257 12 Jan, 06:54 Engine
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    When a map named <filename>.map is loaded (<filename> may also contain directory separators), the engine checks for existence of <filename>_XX.art in the virtual file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive sequence of these ART files, i.e. aborts whenever a number in the sequence isn't found (in contrast to normal ART loading). Restrictions: - the per-map ART files must not reside in ZIP files - if a tile number is attempted to be overridden that has a dummytile or is cache1d-locked, per-map ART loading fails On failure, the map is still loaded, but a diagnostic message is output to the log/OSD. Loaded per-map ART data are cleared whenever the map is "left". In particular: - whenever another map is loaded - in the editor: when a new map is started - in the game: after the bonus ending screen of a finished level, after going to the title screen via the menu A final note: file names are supposed to be looked up and compared case-sensitively. That is, <filename> must match EXACTLY between the map's and per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will come and eat you! BUILD_LUNATIC.

  • for readgamevar, if ud.config.scripthandle < 0, keep value, don't err.

    Helixhorned r4256 12 Jan, 06:54 CON
  • General

    Stylistic/formatting tweaks in cache1d code.

    Helixhorned r4255 12 Jan, 06:54

Build 4254

12 Jan 2014 · 5 commits · 1 author SVN
Open build
  • General

    Fix the startup window freeze under SDL2+Windows when a Yes/No box was supposed to be displayed.

    Hendricks266 r4254 12 Jan, 06:06 Fix
  • Reintroduce SDL_Renderer for the classic renderer so that the Steam Overlay can function with it.

    Hendricks266 r4253 12 Jan, 06:05 Engine
  • General

    Fix a case where the bonus screen would immediately end with an input press because all code between iterations of the bonus screen would execute in less than 1/120th of a second, not leaving any time for totalclock to increment.

    Hendricks266 r4252 12 Jan, 06:05 Fix
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    EDuke32. Where our code runs so fast, it breaks old code.

  • General

    Fix the display of the multiplayer results screen.

    Hendricks266 r4251 12 Jan, 06:05 Fix
  • General

    Run Net_SendClientInfo() after game state creation to properly set up the player's user_name.

    Hendricks266 r4250 12 Jan, 06:05

Build 4249

12 Jan 2014 · 7 commits · 1 author SVN
Open build
  • General

    Block off hacks for the primitive splitscreen CON mod with SPLITSCREEN_MOD_HACKS so they are no longer compiled.

    Hendricks266 r4249 12 Jan, 06:04 EngineCON
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    These hacks could no longer be allowed to co-opt the fake multiplayer mode, used for local testing and mod development. I have half a mind to remove the hacks outright because they could be likened to drilling bolts directly into your car engine just so you could mount a bowling ball as a hood ornament. However, I don't want to take away the splitscreen hack mod from anyone who uses it, and the work done on these hacks should be useful if proper splitscreen were implemented internally using per-player input and multiple renderer/audio passes.

  • Add Ken's "todo list from the Build days" alongside his other documentation.

    Hendricks266 r4248 12 Jan, 06:04
  • General

    For DISABLEINLINING=1, apply __fastcall to make up for the lack of inlining.

    Hendricks266 r4247 12 Jan, 06:04
  • General

    Always run tsprites with statnum TSPR_TEMP though EVENT_ANIMATESPRITES, such as the "show opponent's weapon" in multiplayer.

    Hendricks266 r4246 12 Jan, 06:03 EngineCON
  • General

    SDK/Samples: Add "startpos.m32", a helper script for spawn points.

    Hendricks266 r4245 12 Jan, 06:03 Engine
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    You can: -Cycle your position through all DM or coop spawn points. -Jump to the primary spawn point. -Dump full spawn point information to the log file.

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December 2013 11 builds · 53 commits

Build 4237

31 Dec 2013 · 7 commits · 1 author SVN
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  • General

    Lunatic/m32: include the Lua bytecode into the binary, exit if setup failed.

    Helixhorned r4237 31 Dec, 03:52 Engine
  • add 'engine' module, currently allowing to create custom shade tables.

    Helixhorned r4236 31 Dec, 03:52 Engine
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    Available in the game and editor. Provide test/shadexfog.lua, containing a function to creating a set of 32 shade tables corresponding to different shades of the same fog palookup table, together with some tests and convenience functions. Also, - Add gv.LUNATIC_CLIENT{,_EDUKE32,_MAPSTER32} - Add LUNATIC_FIRST_TIME in the global env for the game - defs_m32.lua: add reload() convenience function - Failed attempt at recreating the base shade table. It is NOT a linear ramp of the base palette colors to (0,0,0). That is, it's not created by build/util/transpal.exe!

  • General

    build.lua: add a flag toggling multiplication of the color components by 4.

    Helixhorned r4235 31 Dec, 03:51
  • fix setup under Mapster32, remove a few obsolete lines in defs_common.lua.

    Helixhorned r4234 31 Dec, 03:51 FixEngine
  • General

    In the no-netcode build, don't expose four internal engine functions.

    Helixhorned r4233 31 Dec, 03:51 Engine
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    Also don't compile three multiplayer related OSD commands there.

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Build 4230

28 Dec 2013 · 7 commits · 1 author SVN
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  • allow access to sprite[].yvel through set_yvel() member, document.

    Helixhorned r4230 28 Dec, 09:04 Engine
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    BUILD_LUNATIC.

  • General

    Remaining sanitizing of .yvel usage plus minor cleanup.

    Helixhorned r4229 28 Dec, 09:04
  • General

    Clean up legacy ROR code and introduce LEGACY_ROR define in game.h.

    Helixhorned r4228 28 Dec, 09:04 Engine
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    Also, bound-check two .yvel meant as sprite indices in actors.c.

  • General

    Make a couple of player functions take player indices instead of DukePlayer_t *.

    Helixhorned r4227 28 Dec, 09:04
  • General

    Guard retrieval of player index (.yvel) from APLAYER sprite.

    Helixhorned r4226 28 Dec, 09:04 Engine
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    It is unacceptable that yvel is on one hand modifiable without restriction from scripting, but can be used as an array index without prior bound check in the C code. Because that member has an overloaded meaning and is also used for innocuous purposes such as the green color intensity of an SE light, it's infeasible to restrict access from scripting. Consequently, we must add bound checks on the C side. This is the first part of the effort to make .yvel safe, adding two functions P_Get() and P_GetP(). There are a couple of other uses as some kind of index.

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Build 4223

26 Dec 2013 · 7 commits · 1 author SVN
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  • General

    engine.c: clean up code related to ART loading. BUILD_LUNATIC.

    Helixhorned r4223 26 Dec, 11:45 Engine
  • General

    Don't consider W_FORCEFIELD+2 (surgery instruments) a forcefield picnum.

    Helixhorned r4222 26 Dec, 11:45
  • General

    Clean up code related to forcefield player damage etc.

    Helixhorned r4221 26 Dec, 11:45
  • General

    Rename 'camsprite' to 'g_curViewscreen', other related cleanup.

    Helixhorned r4220 26 Dec, 11:45
  • General

    Add helper utility lunatic/util/cmpart.lua.

    Helixhorned r4219 26 Dec, 11:45
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Build 4216

26 Dec 2013 · 2 commits · 1 author SVN
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  • General

    Consolidate P_AddWeaponNoSwitch into an additional P_AddWeapon argument.

    Helixhorned r4216 26 Dec, 11:45
  • General

    Minor stylistic tweaks of code related to weapon switching.

    Helixhorned r4215 26 Dec, 11:44

Build 4214

24 Dec 2013 · 7 commits · 1 author SVN
Open build
  • General

    premap.c: stylistic cleanup in map loading code.

    Helixhorned r4214 24 Dec, 01:44
  • General

    Factor some code in config.c into OSD_WriteAliases(), move symbol_t to osd.c.

    Helixhorned r4213 24 Dec, 01:44
  • General

    Don't autoexec <mapname>.cfg files for clipshape maps.

    Helixhorned r4212 24 Dec, 01:44
  • don't allow starting demo recording, since gamevar diffing is NYI.

    Helixhorned r4211 24 Dec, 01:44 CON
  • General

    osd.c: patch up a possible oob access of osdtext[].

    Helixhorned r4210 24 Dec, 01:44
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