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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Showing 2014 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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December 2014

  • General

    engine.c: fix clipmove() against floor-aligned sprites.

    Helixhorned r4873 30 Dec, 12:05 Build 4873 FixEngine
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    Introduced in r3207. Oops.

  • General

    engine.c: prevent an oob read of spriteext[] in drawsprite_classic().

    Helixhorned r4872 30 Dec, 12:05 Build 4873 Engine
  • General

    sounds.c: don't crash S_PlayMusic() if passed null pointer for 'fn'.

    Helixhorned r4871 28 Dec, 14:12 Build 4871 FixCON
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    This may happen if no title/end music is defined from CON. Thanks to Zaxtor for the bug report.

  • Amend r4862 so that touch devices, which do not display the crosshair as a cursor, are not completely prevented from using touch input by the lack of a crosshair tile.

    Hendricks266 r4870 28 Dec, 13:36 Build 4870
  • Fix the Screen Size slider so that it works properly after the screen size has been modified in-game with [-]/[+].

    Hendricks266 r4869 28 Dec, 13:35 Build 4870 Fix
  • Fix selecting "None" for Anisotropy.

    Hendricks266 r4868 28 Dec, 13:35 Build 4870 Fix
  • Fix opening a MenuEntryOptionList when the option's value is "Custom".

    Hendricks266 r4867 28 Dec, 13:35 Build 4870 Fix
  • Convert MenuRange*_t's "displaytype" field to "flags", add a flag to enforce clamping to the defined intervals, and apply this flag to the Screen Size slider.

    Hendricks266 r4866 28 Dec, 13:35 Build 4870
  • When pressing left or right on a slider that has moved by the mouse to a position between the defined intervals, do not round to the nearest interval and then increment or decrement. Instead, check if rounding will satisfy the movement before moving further.

    Hendricks266 r4865 28 Dec, 13:35 Build 4870
  • Mouse controls now respect MenuEntry_t's disabled flag.

    Hendricks266 r4864 28 Dec, 13:34 Build 4864
  • General

    actors.c: replace hard-coded list with missing check for SFLAG_NODAMAGEPUSH.

    Helixhorned r4863 28 Dec, 12:57 Build 4863
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    In A_RadiusDamage(). The code snippet that is disabled for such actors increases the damaged actor's .xvel by (4 times the) damage amount and is responsible for the strange effect of enemies becoming faster TOWARDS the player on being hit with an RPG frontally. Thanks to Fox for a keen eye.

  • disable mouse pointer if CROSSHAIR is void. DONT_BUILD.

    Helixhorned r4862 28 Dec, 11:48 Build 4863
  • General

    In G_HandleMirror(), consult g_mirrorCount instead of gotpic[] w/ MIRROR.

    Helixhorned r4861 28 Dec, 07:40 Build 4863
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    DONT_BUILD.

  • General

    Lunatic translator: add stand-alone option -fnames, generating names.h file.

    Helixhorned r4860 28 Dec, 07:40 Build 4863
  • General

    Fix playing end-of-episode ANMs.

    Hendricks266 r4859 27 Dec, 12:39 Build 4859 Fix
  • General

    If you save over an autonamed savegame and change the name, don't overwrite your edit with another autofill.

    Hendricks266 r4858 27 Dec, 12:39 Build 4859
  • Enumify the "status" parameter of M_MenuText into MenuTextFlags_t.

    Hendricks266 r4857 27 Dec, 10:37 Build 4857
  • Implement mouse/touch/pointer controls for all widgets.

    Hendricks266 r4856 27 Dec, 10:37 Build 4857
  • Replace the "disabled" member of MenuEntry_t with "flags" so that the other 31 bits can be utilized.

    Hendricks266 r4855 27 Dec, 10:37 Build 4857
  • Disable normal left-click/touch menu functionality when the mouse is active.

    Hendricks266 r4854 27 Dec, 10:36 Build 4857
  • General

    Add the necessary plumbing to sdlayer to detect mousedown, mouseup, and dragging.

    Hendricks266 r4853 27 Dec, 10:36 Build 4857
  • General

    Introduce preprocessor token EDUKE32_TOUCH_DEVICES that covers both Android and iOS, and replace selected instances of __ANDROID__ with it.

    Hendricks266 r4852 27 Dec, 10:36 Build 4857
  • Add scrollbars to the FileSelect menu type.

    Hendricks266 r4851 27 Dec, 10:35 Build 4857
  • General

    Tabs to spaces in menus.c.

    Hendricks266 r4850 27 Dec, 10:35 Build 4857
  • General

    Refactor menus in preparation for touch functionality.

    Hendricks266 r4849 27 Dec, 10:35 Build 4857
  • disable all loop checks as they spam the log too much. DONT_BUILD.

    Helixhorned r4848 27 Dec, 09:17 Build 4857 Engine
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    The one introduced with r4569.

  • General

    Propagate 'smoothratio' to scenes drawn from the position of a camera.

    Helixhorned r4847 27 Dec, 09:17 Build 4857 Engine
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    That is, make interpolation work properly there -- both when 'using' a VIEWSCREEN and when rendering the scene onto a TILE_VIEWSCR. This makes a difference only if the camera is in a moving sector.

  • General

    Minor cleanup, mostly in engine.c:drawalls().

    Helixhorned r4846 27 Dec, 09:17 Build 4857 Engine
  • General

    Prettify viewscreen turned to STATIC in breakable cameras mode. DONT_BUILD.

    Helixhorned r4845 written 26 Dec 2014 Build 4857
  • fix 'writearraytofile' for 64-bit platforms.

    Helixhorned r4844 26 Dec, 09:30 Build 4844 FixCON
  • General

    Tweak the behavior of viewscreens to what is more logical IMO.

    Helixhorned r4843 26 Dec, 09:30 Build 4844 FixEngine
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    - At a given time, at most one viewscreen may display TILE_VIEWSCR, namely that one which is g_curViewscreen - sync kinds of distance to compare against VIEWSCREEN_ACTIVE_DISTANCE (was Manhattan vs. dist(), now both the latter) - fix resetting to VIEWSCREEN tile when player is greater from it than that distance. When the player is closer to it again, it is *not* reset to TILE_VIEWSCR. - more sync'd g_curViewscreen and sprite[i].yvel (for 'i' being the viewscreen sprite) Note: in a multiplayer context, this needs to be thought about once more.

  • General

    engine.c: clamp all indices for distrecip[] access, as more OOBs were observed.

    Helixhorned r4842 26 Dec, 09:29 Build 4844 Engine
  • CON

    allow passing more than one flag to the 'spriteflags' directive.

    Helixhorned r4841 26 Dec, 09:29 Build 4844 CON
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    These will be bitwise-OR'd.

  • General

    gamedef.c: factor out some dup'd code into C_BitOrNextValue(), C_FinishBitOr().

    Helixhorned r4840 26 Dec, 09:29 Build 4844
  • General

    In C-CON build, prevent leak of gamevar/gamearray labels on savegame loading.

    Helixhorned r4839 26 Dec, 09:29 Build 4844 FixCON
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    Also, rewrite the loops in Gv_Free() and Gv_Clear() in the plain fashion so that they are correct even if the number of gamearrays exceeds the number of gamevars.

  • General

    cache1d.c: Revert changes in r4665 unrelated to unrolling, fixing oob write.

    Helixhorned r4838 26 Dec, 09:29 Build 4844 FixCON
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    Specifically, we must make sure that dasizeof <= LZWSIZE (or so) in c1d_{read,write}_compressed() (what the assertion in the last commit was about, and is now redundant). This fixes saving of e.g. large gamearrays with the C-CON build. Bump BYTEVERSION. An alternative for setting dasizeof to 1 would be to factor it and keep dividing as long as it's > LZWSIZE.

  • General

    cache1d.c: in (de)compr. funcs, add an bound-checking assert that fails w/ AMC TC.

    Helixhorned r4837 26 Dec, 09:29 Build 4844
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    Also, formatting.

  • General

    Convert voxels to models only when starting or changing to Polymost.

    Helixhorned r4836 26 Dec, 09:29 Build 4844 Engine
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    Analogously to the way models are processed in a deferred manner for Polymer.

  • General

    A couple of miscellaneous cleanups.

    Helixhorned r4835 26 Dec, 09:29 Build 4844 Engine
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    defs.c: sync some dup'd code for 'definevoxel' and 'voxel' DEF tokens. engine.c: factor out PolymerProcessModels().

  • General

    engine.c: style-cleanup drawvox(). Also clean up ALL of voxmodel.c.

    Helixhorned r4834 26 Dec, 09:29 Build 4844 Engine
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    No deliberate semantic changes here.

  • include wall[].ypanning in wall invalidation logic.

    Helixhorned r4833 21 Dec, 07:51 Build 4833 FixEngine
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  • General

    menus.c: Reset next-viewscreen-redraw counter from M_CloseMenu().

    Helixhorned r4832 21 Dec, 07:51 Build 4833
  • General

    Minor cleanup around security cameras / viewscreens. DONT_BUILD.

    Helixhorned r4831 21 Dec, 07:51 Build 4833 Engine
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    The only semantic change is that an out-of-sync instance of a distance to check (viewscreen sprite <-> player sprite) is changed in actors.c:G_MoveStandables(), from 2048 (as in Duke3D 1.5) to 8192, now represented by the define VIEWSCREEN_ACTIVE_DISTANCE. I have not yet observed any change in behavior regarding this change (but there ought to be one). Also, in DNCOORDS display, print 'totalclock' count, too.

  • don't draw masked walls with void tile. DONT_BUILD.

    Helixhorned r4830 written 20 Dec 2014 Build 4833 Engine
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    This prevents displaying W_FORCEFIELD+1 masks (as e.g. in front of viewscreens) completely black with ART mapping. The old behavior, which is inconsistent with classic, is kept for one-sided masked walls, though.

  • sync MAXJOYAXES, add lunatic/test/sprite_addtv.con. DONT_BUILD.

    Helixhorned r4829 written 20 Dec 2014 Build 4833 CON
  • Wii

    Display all hat directions in the joystick buttons menu instead of just up.

    Hendricks266 r4828 18 Dec, 10:16 Build 4828
  • Wii

    Bump MAXJOYAXES to 9 to avoid menu corruption, and fix _functio.h, CONFIG_FunctionNameToNum, CONFIG_AnalogNameToNum, so that this does not crash.

    Hendricks266 r4827 18 Dec, 10:16 Build 4828 Fix
  • General

    Fix the MAXJOYBUTTONS discrepancy between _control.h and gamedefs.h.

    Hendricks266 r4826 18 Dec, 10:15 Build 4828 Fix
  • Wii

    Add non-interactive cases to wm_msgbox and wm_ynbox.

    Hendricks266 r4825 18 Dec, 10:15 Build 4828
  • Wii

    Output and package the binary as .dol instead of .elf.

    Hendricks266 r4824 18 Dec, 10:15 Build 4828