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 2013 21 builds · 90 commits

Build 3912

28 Jun 2013 · 7 commits · 1 author SVN
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  • CON

    New command 'screensound', unconditionally playing a session-wide sound.

    Helixhorned r3912 28 Jun, 07:07 CON
  • General

    Mapster32/Lunatic: ask when a <V10 map would be overwritten with a map-text one.

    Helixhorned r3911 28 Jun, 07:07 Engine
    Show details

    Also, clean up the saving/loading logic a bit: - On load failure, display message with purple color. - Take over the current file name ('boardfilename') only on success. - Check SaveBoard() return values in various places.

  • merge updatesector and ~breadth, making the former accept a flag.

    Helixhorned r3910 28 Jun, 07:07
  • retire 'geom' module, putting vector types into xmath.

    Helixhorned r3909 28 Jun, 07:07
  • allow serialization of tables in more general cases.

    Helixhorned r3908 28 Jun, 07:07
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Build 3903

27 Jun 2013 · 5 commits · 1 author SVN
Open build
  • General

    Add a few defined constants for commonly used weapon_pos values

    TerminX r3903 27 Jun, 16:04
  • General

    Rename getinput() to P_GetInput(), add bounds checking for a few arrays used for weapon drawing that use kickback_pic as an index.

    TerminX r3902 27 Jun, 16:04
  • General

    Make P_PalFrom() static inline in player.h as the whole function is just 4 assignments

    TerminX r3901 27 Jun, 16:04
  • General

    MSVC build fix (looks like the compiler version shipped with VS2013 has nearbyintf now...)

    TerminX r3900 27 Jun, 16:04 Fix
  • General

    Default r_usetileshades to 1 :)

    TerminX r3899 27 Jun, 16:03

Build 3898

22 Jun 2013 · 5 commits · 1 author SVN
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  • consider a point inside() a sector in all border cases (literally).

    Helixhorned r3898 22 Jun, 04:31 Engine
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    In other words, for a test rectangular sector, a sprite would be inside the sector in on all 4 edges and all 4 corners. Previously, it would have been the lower right portion only (*excluding* LL and UR corners), which led to map editing issues.

  • General

    engine.c: apply "usual readability transformations" on inside() and comment it.

    Helixhorned r3897 22 Jun, 04:31 Engine
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    The main thing to note is the "half-open" nature of the x/y range checks.

  • General

    Substitute some symbolic SE_x_* labels for literal SE numbers that were missed.

    Helixhorned r3896 22 Jun, 04:31
  • document vector types, add forgotten warning icon.

    Helixhorned r3895 22 Jun, 04:31
  • various minor tweaks and fixes.

    Helixhorned r3894 22 Jun, 04:31 Fix
    Show details

    - Pass original module name (dot=dirsep) to module via our require() - geom.lua: fix some operations using the vector type constructor - geom.lua: provide constructor for ivec3, useable like vec3

Build 3893

20 Jun 2013 · 5 commits · 1 author SVN
Open build
  • player method fadecol(), an improved palfrom.

    Helixhorned r3893 20 Jun, 11:31
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    Also, an external 'minitext' with optional shade and pal. args and documentation for ps:padecol().

  • General

    Don't register "savestate" and "restorestate" OSD commands even in debug builds.

    Helixhorned r3892 20 Jun, 11:31
    Show details

    They don't get registered on Windows for some reason, and mapstate debugging is best carried out using scripting code, anyway.

  • major overhaul of gamevar serialization for savegames.

    Helixhorned r3891 20 Jun, 11:31 CON
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    - Handle local gamevars. - Restore gamevars from require('end_gamevars').

  • General

    Lunatic 'geom': retire tovec2 and tovec3, make vec2 and vec3 accept cdata, too.

    Helixhorned r3890 20 Jun, 11:31
  • fix random angle movflag, Windows build; write more documentation.

    Helixhorned r3889 20 Jun, 11:31 Fix

Build 3885

13 Jun 2013 · 2 commits · 1 author SVN
Open build
  • General

    Fix 1.3D, sorry guys

    TerminX r3885 13 Jun, 14:17 Fix
  • General

    Fix up handling of the Duke shareware beta a little bit, and change the dialog that pops up after running the shareware version too many times to take you to Steam instead of GOG (the Steam version is a better deal)

    TerminX r3884 13 Jun, 14:17 Fix

Build 3883

13 Jun 2013 · 8 commits · 1 author SVN
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Build 3875

12 Jun 2013 · 6 commits · 1 author SVN
Open build
  • clean up 'geom' module, make walls readable with pseudo-member 'z'.

    Helixhorned r3875 12 Jun, 10:49 Engine
  • rename spriteext[].*off->mdoff.*, actor[].actorstayput->stayputsect.

    Helixhorned r3874 12 Jun, 10:49
  • make gameactor and gameevent be "table-called" functions.

    Helixhorned r3873 12 Jun, 10:49
  • implement qgetsysstr/STR_VOLUMENAME.

    Helixhorned r3872 12 Jun, 10:49 CON
  • Propagate potentially remapped CON defines to the control module.

    Helixhorned r3871 12 Jun, 10:49 CON
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    (This is the module that implements much of the "hard-coded" functionality formerly on the C side.)

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Build 3868

9 Jun 2013 · 5 commits · 1 author SVN
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  • commit preliminary, unfinished documentation written in AsciiDoc.

    Helixhorned r3868 9 Jun, 09:37
    Show details

    Don't (yet?) commit the generated HTML.

  • make require() translate dots to dir separators, make those illegal.

    Helixhorned r3867 9 Jun, 09:37
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    However, from the command line, reverse the situation: dirseps must be passed as '/', dots are forbidden (except in the trailing ".lua").

  • CON

    add projectile member .userdata and predefined label PROJ_USERDATA.

    Helixhorned r3866 9 Jun, 09:37 CON
    Show details

    It is a 32-bit signed integer. No version bump necessary, although CON code accessing this new member will not work with earlier revisions (obviously).

  • bound-check defineprojectile tile/sound members.

    Helixhorned r3865 9 Jun, 09:37 CON
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    Also from Lunatic, make these members read-only and provide methods that allow setting them to either -1 or a number in [0..MAX{TILES,SOUNDS}-1].

  • rename bitint members to *bits instead of *x.

    Helixhorned r3864 9 Jun, 09:37

Build 3859

7 Jun 2013 · 6 commits · 1 author SVN
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Build 3850

2 Jun 2013 · 2 commits · 1 author SVN
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  • General

    Fix the display of numbers with TEXT_GAMETEXTNUMHACK and TEXT_XOFFSETZERO. (Fix level stats, part 2.)

    Hendricks266 r3850 2 Jun, 22:26 Fix
    Show details

    The commit revises the definition of qstrdim when TEXT_[XY]OFFSETZERO are used. With these flags, the offsets the user specifies are now the only dimensions the function cares about in terms of tile placement, so depending on the difference between the offset(s) and the size of the final tile, it may be slightly more or less than the dimensions actually displayed on the screen because tile size is never taken into account. (For example, if your font is nominally 9x7 like the Duke bluefont and you use a TEXT_XOFFSETZERO of 5 with a string five characters long, the total x dimension will be 25 even though the last character will overhang that amount by four pixels. If you use a TEXT_XOFFSETZERO of 12 with the same string, the total x width will be 60 even though there will be three pixels of empty space on the right edge.) This change was made because assigning text an arbitrary constant width in general implies an intent to keep character positions constant even with a variable width font, but returning the visible span of pixels on the screen that the tiles cover would have caused the string to move when alignment options other than the top-left were used. In other words, you can now safely use TEXT_[XY]OFFSETZERO with the alignment options and the text won't jiggle. Also, with TEXT_GAMETEXTNUMHACK, numerals are now effectively TEXT_XOFFSETZERO text that respect the above paragraph, so number count displays can look nice with alignment options too. Having to modify the extent/offset code makes me realize that I'm not quite happy with its structure because it gets tangled juggling different concepts like character width, X offset, and spacing, and how they relate when the line wraps or in terms of the final size. Fortunately, it produces correct results as far as I know, and it's not necessarily ugly, just hard to understand. Handle with care.

  • General

    Fix display of level stats by fixing G_ScreenText() handling of (orientation & 2).

    Hendricks266 r3849 2 Jun, 22:26 Fix

Build 3848

2 Jun 2013 · 2 commits · 1 author SVN
Open build
  • proper handling of dynamic remappings with weapon defaults.

    Helixhorned r3848 2 Jun, 07:07 CON
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    That is, the gamevars named WEAPONx_* in CON will now have the remapped value if they were not overridden from CON ('gamevar' at file scope). For C-CON, everything except signaling an override from the CON parser is in place.

  • hook up dynamicsoundremap.

    Helixhorned r3847 2 Jun, 07:07 CON

Build 3846

1 Jun 2013 · 7 commits · 1 author SVN
Open build
  • General

    Make S_MenuSound() use stack'd array to get rid of S_StaticToDynamicMenuSound().

    Helixhorned r3846 1 Jun, 13:09
  • hook up qstrdim and screentext.

    Helixhorned r3845 1 Jun, 13:09 CON
    Show details

    Also add some recent keywords to the list in con_lang.lua which I had forgotten all along.

  • sector[].ceiling/.floor gets a reference to a ceiling-or-floor struct.

    Helixhorned r3844 1 Jun, 13:09 Engine
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    Also, make sector[].*stat a bitint type. Now, a piece of code could look like this: local sec = sector[i] local ceil = sec.ceiling ceil.statx:flip(sector.STAT.SMOOSH)

  • fix a couple of oversights, tweak some stuff.

    Helixhorned r3843 1 Jun, 13:09 Fix
  • real user per-player vars.

    Helixhorned r3842 1 Jun, 13:09 CON
    Show details

    The previous behavior was to translate them as global gamevars, since LunaCON currently has no support for multiplayer. However, then some errors would be missed where such gamevars are accessed in no-player context (e.g. EVENT_ENTERLEVEL). On by default, disabled with -fno-playervar.

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Build 3839

1 Jun 2013 · 6 commits · 1 author SVN
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  • General

    Replace use of preprocessor macro WIN32 with _WIN32. (Blame clang.)

    Hendricks266 r3839 written 31 May 2013
  • General

    Make improvements utilizing G_ScreenText().

    Hendricks266 r3838 written 31 May 2013
  • General

    For all HUD and text shadows that use pal 4, also use shade 127.

    Hendricks266 r3837 written 31 May 2013
  • General

    Text wrapper conversion.

    Hendricks266 r3836 written 31 May 2013
    Show details

    G_PrintGameText(), minitext_(), G_DrawTXDigiNumZ(), and menutext_() now wrap G_ScreenText(). G_GameTextLen() now wraps G_ScreenTextSize(). G_DrawDigiNum_() now wraps G_DrawTXDigiNumZ().

  • General

    Prettify the DEF progress meter by relocating '\n' en masse.

    Hendricks266 r3835 written 31 May 2013
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    It should be transparent even with the meter disabled.

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May 2013 36 builds · 115 commits