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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December 2012 33 builds · 98 commits

Build 3347

30 Dec 2012 · 2 commits · 1 author SVN
Open build
  • General

    Clean up a couple of other getrendermode() related bits that the previous commit missed

    TerminX r3347 30 Dec, 12:34
  • General

    Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called.

    TerminX r3346 30 Dec, 12:34

Build 3345

29 Dec 2012 · 5 commits · 1 author SVN
Open build
  • more glue, fixes, backtrace for code called back from C.

    Helixhorned r3345 29 Dec, 07:21 Fix
  • General

    Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".

    Helixhorned r3344 29 Dec, 07:21
  • beginning to glue things together. Introducing LUNATIC_ONLY.

    Helixhorned r3343 29 Dec, 07:21
  • General

    Remove commented code using former engine variable "automapping".

    Helixhorned r3342 29 Dec, 07:21 Engine
  • General

    Fix LTO=1 RELEASE=1 Lunatic build.

    Helixhorned r3341 29 Dec, 07:21 Fix

Build 3340

29 Dec 2012 · 7 commits · 1 author SVN
Open build
  • General

    Rectify.

    Hendricks266 r3340 29 Dec, 03:27
  • General

    Fix SVN mime-types of binary files.

    Hendricks266 r3339 29 Dec, 03:07 FixEngine
    Show details

    Windows batch file: for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G" for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G" for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G" for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G" for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G" for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G" for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G" for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G" svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64

  • General

    Clean up and factor jaudiolib.

    Hendricks266 r3338 29 Dec, 02:59
  • General

    Replace initialize_globals() with global initialization.

    Hendricks266 r3337 29 Dec, 02:58
  • General

    Fix the gap between loops of ambient MUSICANDSFX sounds like BAR_MUSIC.

    Hendricks266 r3336 29 Dec, 02:58 Fix
Show the other 2 commits in this build

Build 3333

28 Dec 2012 · 4 commits · 1 author SVN
Open build
  • General

    Bump DirectSound version to 8. This shouldn't really affect anything as the API is the same for all of the bits we make use of, but certain sets of DirectX headers/libs seem to be lacking v7 support.

    TerminX r3333 28 Dec, 21:23
  • General

    Remove FX_ASSVersion and related code since it wasn't used anywhere

    TerminX r3332 28 Dec, 21:23
  • General

    Throw a compiler warning when building with only the null sound driver

    TerminX r3331 28 Dec, 21:22
  • General

    Fix DirectSound in MSVC builds and remove the dependency on the DirectX SDK

    TerminX r3330 28 Dec, 21:22 Fix

Build 3329

28 Dec 2012 · 8 commits · 1 author SVN
Open build
  • General

    DEF "voxel": fix a tile range check failure message.

    Helixhorned r3329 28 Dec, 09:18 FixEngine
  • General

    Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.

    Helixhorned r3328 28 Dec, 09:18 CON
    Show details

    In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS], allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE). For Lunatic, they are replaced with weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].

  • General

    Replace wall of dup'd code in Gv_AddSystemVars with something more readable.

    Helixhorned r3327 28 Dec, 09:18 EngineCON
    Show details

    Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars.

  • General

    Replace initialize_engine_globals() with array initialization.

    Helixhorned r3326 28 Dec, 09:18
  • General

    Lunatic translator: pack all translation units into one big blob.

    Helixhorned r3325 28 Dec, 09:18
Show the other 3 commits in this build

Build 3321

25 Dec 2012 · 4 commits · 1 author SVN
Open build
  • General

    Cleanup of console/on-screen-display (OSD) functionality.

    Helixhorned r3321 25 Dec, 08:13
    Show details

    - Rewrite the "clear background" routine in a no-brainer way instead of juggling around with rotatesprite(). Make it common to game+editor. Expose glRectd to glbuild. - Don't stop OSD text line drawing when encountering a non-printable char. Instead, treat it as space. - In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints) to swap pointers. Write an analogous "swapptr" instead. - When changing from/to OSD, don't inject a pause key. This *might* have been the cause of the reported pausing problems. - clean up the code... (Yes, this commit throws together too much stuff. I suck sometimes. :P)

  • event chaining.

    Helixhorned r3320 25 Dec, 08:13
  • print -> OSD_Printf, error reporting.

    Helixhorned r3319 25 Dec, 08:13
  • General

    Clip printext256() at xdim, don't crash OSD_Printf() with empty string.

    Helixhorned r3318 25 Dec, 08:13 Fix

Build 3317

23 Dec 2012 · 3 commits · 1 author SVN
Open build
  • General

    Add a couple of test CONs: non-local control flow, rotation-fixed useractors.

    Helixhorned r3317 23 Dec, 11:24 Fix
  • General

    Fix rotation-fixed useractors (those having usertype bit 4 set).

    Helixhorned r3316 23 Dec, 11:24 FixEngine
    Show details

    Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).

  • more complete gameactor(), misc. translator tweaks.

    Helixhorned r3315 23 Dec, 11:24

Build 3312

23 Dec 2012 · 3 commits · 1 author SVN
Open build
  • General

    Fix build.lua's loadarts(), add bigytiles.lua.

    Helixhorned r3312 23 Dec, 06:00 Fix
  • General

    engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.

    Helixhorned r3311 23 Dec, 05:59 Engine
    Show details

    Unconditionally enabled, but useful for comparing the behavior of the 1-column vline functions against the 2- or 4-column ones.

  • fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.

    Helixhorned r3310 23 Dec, 05:59 FixEngine
    Show details

    The former is really only a workaround. Walls/vertical sprites/pskies with ysize 512 (and presumably greater, but this was not tested) are rendered with one shade higher at the borders (1 pixel vlines) because of a certain assumption in the ASM (see comments there). With very dark shades, the palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the end for each. The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled yet. It seems to matter only for the uncommon case where the such pskies repeat in the height. A 1680x1050 window fully covered with such a sky is then rendered at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline routines), so it may be leaning a bit too much on the side of correctness. A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for demonstration purposes.

Build 3308

20 Dec 2012 · 2 commits · 1 author SVN
Open build
  • in 3D mode's tile info, highlight members of swapped bottom walls.

    Helixhorned r3308 20 Dec, 04:04 Engine
    Show details

    - If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>" - highlight pic, shade, pal, cstat in yellow then - in printext256, accept at most 3 digits for the color format string (e.g. ^123)

  • General

    In Polymost, make r_usenewaspect=2 fog independent of screen x size.

    Helixhorned r3307 20 Dec, 04:04 Engine

Build 3306

18 Dec 2012 · 1 commit · 1 author SVN
Open build
  • when pasting single wall, take over bits 4, 1+64 and 8+256.

    Helixhorned r3306 18 Dec, 14:40 Engine
    Show details

    That is, everything concerning orientation. Previously, it was wrongly the bitwise NOT of these bits that got taken over. In particular, if bit 2 (swap bottom walls) would get pasted, ridiculousness could ensue.

Build 3305

18 Dec 2012 · 1 commit · 1 author SVN
Open build
  • General

    Revert "Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X)."

    TerminX r3305 18 Dec, 10:07 Fix
    Show details
    Reverts
    705cc72

Build 3303

16 Dec 2012 · 3 commits · 1 author SVN
Open build
  • General

    Move fog calc routines into polymost.c, declare in engine_priv.h.

    Helixhorned r3303 16 Dec, 11:18 Engine
  • General

    Don't enable fog in polymost_printext256() and when drawing tile view in M32.

    Helixhorned r3302 16 Dec, 11:18 Engine
    Show details

    The new "r_usenewshading 2" mode could darken these otherwise.

  • General

    Classic-like visibility/fog for OpenGL modes, r_usenewshading 2 (new default).

    Helixhorned r3301 16 Dec, 11:18 Engine
    Show details

    Implemented using GL_LINEAR fog. The only source of difference (besides the obvious indexed vs. true color) should now be the distance constant, which still had to be determined experimentally. Polymer implements this mode in its fog fragment program part. Parallaxed skies are always drawn with full visibility, I'm not sure if there are any maps that expect otherwise. Also, accidentally committed: factor out initialization code from polymost_printext256() into gen_font_glyph_tex(), small game.c changes.

Build 3300

15 Dec 2012 · 2 commits · 1 author SVN
Open build
  • General

    Fix the DirectInput breakage on Win64.

    Hendricks266 r3300 15 Dec, 21:46 Fix
    Show details

    It was caused by the definition of c_dfDIJoystick using literal 24 and 16 values in place of sizeof(DIDATAFORMAT) and sizeof(DIOBJECTDATAFORMAT), which include pointers. On 64-bit, the values end up being 32 and 24, causing a discrepancy in which DIERR_INVALIDPARAM was thrown. https://gitorious.org/0xdroid/external_libsdl-12/commit/1b1e05db06edcbe64599c6a5ad703795e0e02acb/diffs

  • General

    ebacktrace1 updates:

    Hendricks266 r3299 15 Dec, 21:45 Fix
    Show details

    - Updated to use StackWalk64 function call, requiring some addition of headers from MinGW-w64 to compile with MinGW. - Code added to support 64-bit executables: functionality added and one warning fixed. - New DLL binaries compiled using i686-MinGW-w64 and x86_64-MinGW-w64. (Oddly, the DLL built with MinGW is 5 MB while MinGW-w64's is 1 MB.)

Build 3298

15 Dec 2012 · 3 commits · 1 author SVN
Open build
  • General

    Sort some of the more recently added source and header files so they're in the right sections in the VS2010 project

    TerminX r3298 15 Dec, 20:04
  • General

    Remove a few old references to the duke3d_w32.exe wrapper we once shipped

    TerminX r3297 15 Dec, 20:04
    Show details

    to facilitate compatibility with stuff like Dukester X years ago

  • General

    Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X).

    TerminX r3296 15 Dec, 20:04

Build 3292

14 Dec 2012 · 9 commits · 1 author SVN
Open build
  • General

    Fix CLANG=1 NOASM=1 build.

    Helixhorned r3292 14 Dec, 11:28 Fix
  • General

    Factor out multiply repeated code into calc_ylookup().

    Helixhorned r3291 14 Dec, 11:28
  • effectively clamp drawn ceiling/floor tile sizes at 256.

    Helixhorned r3290 14 Dec, 11:28
    Show details

    This prevents computing a shift value outside of [0..31].

  • correct message when changing shade by small steps ([+], [-], mwheel)

    Helixhorned r3289 14 Dec, 11:28 Engine
  • General

    Factor out fogcalc() issuing and application of the computed values.

    Helixhorned r3288 14 Dec, 11:28
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