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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November 2011 14 builds · 46 commits

Build 2142

27 Nov 2011 · 1 commit · 1 author SVN
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  • General

    Revert r2141 functionality because it was a stupid-ass hack and breaks E3L5.

    Helixhorned r2142 27 Nov, 04:02 FixEngine
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    The texture warping mode will need to be set depending on whether we're actually drawing a parallaxed sky or not.

Build 2141

26 Nov 2011 · 5 commits · 1 author SVN
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  • General

    Upload sky textures with s wrapping set to GL_CLAMP{_TO_EDGE}.

    Helixhorned r2141 26 Nov, 14:41 FixEngine
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    This fixes the vertical (~1 texel wide) stripes that are especially noticable with tiled art skies and Polymost with r_parallaxskyclamp=1 or Polymer (which always uploads skies with repeating s and t coords). What constitutes a sky tile is currently hardcoded to be >=78 and <=99.

  • General

    Fix moving cloud panning like in E4L1.

    Helixhorned r2140 26 Nov, 14:40 Fix
  • General

    Remove old duplicate_selected_sectors() function and copysector(), which

    Helixhorned r2139 26 Nov, 14:40
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    was only used there, from the source.

  • General

    Rewrite sector duplication (Insert or C) in terms of backup_highlighted_sector

    Helixhorned r2138 26 Nov, 14:40 Engine
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    and restore_highlighted_sector functions. What this means is that TROR bunches are now correctly duplicated too (only if all sectors of a given bunch are highlighted).

  • General

    New modifier for RAlt. When RShift is depressed while highlighting sectors

    Helixhorned r2137 26 Nov, 14:40 Engine
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    (i.e. first press RAlt, then hold RShift to make it active), consider all sectors, even the grayed out ones. This makes 6 modifier keys in 4 categories for RAlt. Can you name them all? Also spell out the labels that get drawn near the reticle when applying some of the modifiers and make them not show when not actually selecting (e.g. pressed RShift alone, but have highlighted sectors)

Build 2136

26 Nov 2011 · 1 commit · 1 author SVN
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  • General

    In backing up highlighted sectors code: also back up TROR information so

    Helixhorned r2136 26 Nov, 14:39 Engine
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    that bunches and nextwall links are restores, too. Now, to coalesce two TROR maps (e.g. for a CBP), one could do for i allsectors, sethighlightsector i 1 on the console, and then load the 'other' map to copy over the contents of the first, including all TROR stuff. Note that neither selecting all sectors with RAlt, nor duplicating them with Insert would lead to the desired effect (yet). Internally, - yax_setbunch() now has different behavior for bunchnums -1, -2 and -3 (it either clears the nextwalls or not) - build.c has a helper function free_n_ptrs(). This could be handy in other situations where many blocks of memory must be allocated consecutively and freed in case of failure

Build 2135

26 Nov 2011 · 4 commits · 1 author SVN
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  • General

    When restoring temporarily backed up map, clear all TROR bunches. This is

    Helixhorned r2135 26 Nov, 06:12 Fix
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    suboptimal, but at least 'correct' and won't produce the aforementioned corruptions anymore.

  • General

    Auto-correct the just mentioned inconsistency by clearing the respective TROR

    Helixhorned r2134 26 Nov, 06:12 Fix
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    nextwalls. (i.e. setting them to -1 on 'corruptcheck tryfix')

  • General

    corruption checker: catch TROR-nextwalls in non-extended sectors. These

    Helixhorned r2133 26 Nov, 06:12 FixEngine
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    can be caused by copying map parts from one map to another (or a new one). The copying system is slightly broken right now....

  • General

    Backing up and restoring highlighted portion of map: calculate new

    Helixhorned r2132 26 Nov, 06:12 FixEngine
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    next{wall,sector} indices instead of using checksectorpointer() so that the nextwalls will be restored exactly as they were (provided that they are copied). Also fix tweaking the sectnums of sprites.

Build 2130

25 Nov 2011 · 14 commits · 1 author SVN
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  • General

    Ability to duplicate an inner loop in a neighboring TROR sector.

    Helixhorned r2130 25 Nov, 01:53 Engine
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    Called 'loop punching'. In addition to duplicating the loop, the inner portions of the original and cloned loop are made into a new bunch, and the loop walls are made to be neighbors, linking their movement to each other. This gives a way to create island sectors with a differing bunchnum in the midst of an already extended area. Usage: For an extended sector containing a CCW inner loop, select its points using Ctrl+Shift. Press Ctrl-E to be queried whether to duplicate the points into the upper or lower extension (even if it's unambiguous). A number of conditions must be met for a successful 'punch', which should hopefully be more or less obvious. Among them: - loop walls should all be red - the starting wall is only considered among the non-grayed-out ones - the neighboring sector must not contain points inside or at the loop

  • General

    "Sloped extended sectors cannot be split", oops. Also fix a glitch that

    Helixhorned r2129 25 Nov, 01:52 FixEngine
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    would break out of the 2D mode loop when splitting a sector would exceed limits.

  • General

    Factor out high-level 'add loop to sector' code into own function.

    Helixhorned r2128 25 Nov, 01:52 Engine
  • General

    in 'adding new loop to sector': use local 'firstwall' instead of ovh.suckwall

    Helixhorned r2127 25 Nov, 01:52 Engine
  • General

    Three Mapster32 changes (2 wall-drawing related, 1 crash fix)

    Helixhorned r2126 25 Nov, 01:52 FixEngine
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    - Don't crash when sector joining fails under certain circumstances. - Increase the point lock (Manhattan) distance from 1/16th to 1/8th of the grid square length, making it easier to snap to vertices not lying at the grid points with grid lock on - When drawing walls, don't snap to any of them except the first drawn

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Build 2116

17 Nov 2011 · 4 commits · 1 author SVN
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  • General

    Fix the Makefile on OSX. Their linker has a different syntax for requesting the

    Helixhorned r2116 17 Nov, 13:10 Fix
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    memory map.

  • General

    Fix the flickering in the tile selector with lazy hightile loading on

    Helixhorned r2115 17 Nov, 13:10 FixEngine
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    (lazy_tileselector=1 in mapster32.cfg). We're drawing tiles one by one, so glDrawBuffer(GL_FRONT_AND_BACK) is our friend.

  • General

    Remove the -nopause switch of r2108, since it didn't help at all.

    Helixhorned r2114 17 Nov, 13:09
  • comment out FX_PlayLoopedAuto debug message to stdout

    Helixhorned r2113 17 Nov, 13:09

Build 2112

11 Nov 2011 · 1 commit · 1 author SVN
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  • General

    Correct thinko with the ceiling/floor movement code. When moving more than one

    Helixhorned r2112 11 Nov, 14:39 Engine
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    sector c/f and moving one of them would go beyond the other side (ceilingz > floorz), don't move any sector c/f at all. When moving only one sector in that case, move so that ceilingz == floorz.

Build 2111

11 Nov 2011 · 2 commits · 1 author SVN
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  • General

    Tweak raising/lowering (groups of) ceilings or floors.

    Helixhorned r2111 11 Nov, 12:05 FixEngine
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    Now, if more than one sectors are affected, always move them by the same amount. That is, if one of them would be sticking against the other side, don't move the rest. Another change consists of determining the z delta first, and only then moving the sprites by that amount. This fixes the problem where you'd e.g. raise a 'floor door' against the ceiling, and the effector sprites would be raised one time too much, preventing them from being lowered the next time.

  • General

    A couple of Mapster changes related to saving.

    Helixhorned r2110 11 Nov, 12:05 FixEngine
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    - new mapster32.cfg and OSD variable 'fixmaponsave_sprites', telling the editor whether to 'fix' the sprite sectnums on saving and entering 3D mode. Note that a) sprite sectnums are never fixed when 'script_expertmode' is enabled, as before, and b) sprites that have out-of-bounds sectnums are still fixed if a proper sector is found - if saving and some sprite sectnums have thus been tweaked, inform the mapper on the status line and print the changes in the OSD - fix update issue similar to an earlier one: when 'saving as', the astub.c- based file name is now updated too, so saving with Ctrl-S now saves into the one save with 'save as' (and not the old one) - don't attempt to recheck wall pointers from scratch (when saving and running with -check) if it's a TROR map

Build 2109

10 Nov 2011 · 3 commits · 1 author SVN
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  • General

    Oops. Revert the *alloc wrapping to catch them being called with bad values.

    Helixhorned r2109 10 Nov, 13:47 Fix
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    This was meant for debugging only.

  • General

    On Windows, add command-line switch -nopause, disabling the pause key.

    Helixhorned r2108 10 Nov, 13:47 Fix
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    Hopefully this fixes the periodic pausing/unpausing that a few people have been experiencing. Also fix build with GCC 3.

  • General

    Fix building with both LTO and VPX support enabled. Specifically, don't use

    Helixhorned r2107 10 Nov, 13:47 Fix
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    the 'optimize' function attribute if LTO is enabled.

Build 2105

5 Nov 2011 · 1 commit · 1 author SVN
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  • General

    Fix the 'displayrandvar{var}' CON and m32script commands for environments

    Helixhorned r2105 5 Nov, 05:13 FixCON
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    with RAND_MAX > 32767 (everything except Windows?). The 'displayrand' command now returns values from 0 to 32767 inclusive, across all platforms.

Build 2104

3 Nov 2011 · 2 commits · 1 author SVN
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  • General

    New CON command

    Helixhorned r2104 3 Nov, 16:08 CON
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    setactorsoundpitch <actor#> <sound#> <pitchoffset> which can be used to change the pitch of a playing sound. The pitch offset has the same meaning as the definesound pitch range endpoints, i.e. the units are 1/100th of a seminote. Note that just like the random pitch offset, increasing the pitch makes the sound duration shorter (and vice versa).

  • Make a couple of often-used operations not spam messages to the log.

    Helixhorned r2103 3 Nov, 16:08 Engine

Build 2102

1 Nov 2011 · 6 commits · 1 author SVN
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  • General

    Eliminate one uinitialized mem access related to projectiles (it's the filler

    Helixhorned r2102 1 Nov, 15:03 CON
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    member, so maybe not *that* bad) and an invalid memory access when trying to access a per-player gamevar in a player-less context (e.g. WGR2 SVN r25 WGR2GAME.CON line 10448).

  • General

    Explicitly initialize voice->Playing and voice->Paused members in some sound

    Helixhorned r2101 1 Nov, 15:02
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    playback functions. Without these, there would be an uninitialized access in line 444 of multivoc.c (if the memory in question was allocated with malloc, but still...)

  • General

    More beauty tinkering: decorate the 'start' pointer of the mixing functions

    Helixhorned r2100 1 Nov, 15:02
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    and some VoiceNode struct members with a const, commit forgotten vorbis.c changes.

  • General

    trivial stylistic changes continued: upcase all macro constants and make

    Helixhorned r2099 1 Nov, 15:02
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    MV_MaxVolume into one again.

  • General

    multivoc.c: trivial stylistic changes, make some functions static

    Helixhorned r2098 1 Nov, 15:01
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October 2011 19 builds · 45 commits

Build 2096

31 Oct 2011 · 2 commits · 1 author SVN
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  • General

    Oops. That last one wasn't supposed to be committed. Here's the log for the

    Helixhorned r2096 31 Oct, 12:50 Fix
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    last one + this one: A couple of tweaks against accidental overwriting of maps. - first, fix a bug where the map name wasn't reset to 'newboard.map' when starting a new map - When saving with Ctrl-S, query the user for confirmation and also show the file name where the map will be written - when going into the ESC-menu, print the file name where the map will be written on pressing 'S' above the '(S)ave' text

  • General

    A couple of tweaks against accidental overwriting of maps.

    Helixhorned r2095 31 Oct, 12:49 Fix
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    - first, fix a bug where

Build 2093

30 Oct 2011 · 8 commits · 1 author SVN
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  • General

    Increase MAXSOUNDS to 4096, making the maximum valid sound ID be 4093.

    Helixhorned r2093 30 Oct, 12:48
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    Keep in mind that MUSICANDSFXs with ambient sounds must still have lotags less than 999 because values >=1000 are used for the amount of reverb. (999 can't be used because the original code reads '< 999' and I'm not sure whether it has any special significance... probably not though)

  • General

    When joining sectors and there's more than one non-grayed-out sector under the

    Helixhorned r2092 30 Oct, 12:48 Engine
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    cursor, query the mapper to pick one. The joining can still fail afterwards, which makes it only a semi-automatic helper feature.

  • General

    This fixes the aforementioned TROR corruption. It happened because Mapster32

    Helixhorned r2091 30 Oct, 12:48 FixEngine
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    allowed circle-walls started on the unconstrained _other_ side of a constrained wall. Also fix a potential invalid wall access when inserting a point (pretty serious, that!)

  • General

    (Almost) correct insertion of points in the midst of having some walls drawn,

    Helixhorned r2090 30 Oct, 12:47 FixEngine
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    also for make-circle (C, SPACE). There's still a TROR corruption happening probably when inserting on constrained walls, but I've yet to get behind the real cause.

  • General

    Make deleting points correct while having some walls drawn. For that,

    Helixhorned r2089 30 Oct, 12:47 Engine
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    some wall drawing state is ripped out from overheadeditor() into a a file-scope struct (even if we don't yet need it there). If the deleting touches the first drawn point, the walls drawn so far are cleared.

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Build 2085

27 Oct 2011 · 5 commits · 1 author SVN
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  • General

    Workaround (two, actually) for the hardware gamma bug in 8-bit fullscreen with

    Helixhorned r2085 27 Oct, 06:14 FixEngine
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    ATI cards. From the time of OpenGL initialization, gamma lookup in classic/fullscreen will be done in software. Before that, always do a setgamma() after setting the palette, since this is what resets the HW gamma. However, this may lead to unappealing artifacts with portions of the scene being sent to the screen with different gammas.

  • remove ebacktrace1.dll as dependency to eduke32 and mapster32 and

    Helixhorned r2084 27 Oct, 06:14 Engine
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    add it to the 'all' target instead source/midi.c: eliminate one 'variable set but not used' warning

  • General

    Comment out some unnecessary lines in animvpx.c

    Helixhorned r2083 27 Oct, 06:13
  • General

    Comment out some leftover code from the "make back-facing switches invisible"

    Helixhorned r2082 27 Oct, 06:13
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    hack.

  • General

    Bash helper script to find wrongly-cased file names in DEFs and

    Helixhorned r2081 27 Oct, 06:13
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    maybe replace them with the proper names. Usage: checkdefs.sh <some.def> [[<some_dir>] -patch] <some_dir> is taken to be the base directory of the search path. -patch uses 'sed -i' to replace the offending findings

Build 2080

22 Oct 2011 · 1 commit · 1 author SVN
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  • tell gl.h not to include the system's glext.h

    Plagman r2080 22 Oct, 22:02
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    We pack our own copy of glext.h to avoid build breakages on older environments, and having gl.h include its own was defeating all that.

Build 2079

17 Oct 2011 · 3 commits · 1 author SVN
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  • General

    Eliminate all 'variable ... set but not used [-Wunused-but-set-variable]'

    Helixhorned r2079 17 Oct, 11:42
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    warnings with GCC 4.6 except one in kplib.c

  • General

    Make Polymer's FOV depend viewingrange variable in a 'tangent-linear'

    Helixhorned r2078 17 Oct, 11:41 EngineCON
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    fashion. Among other things, this makes the FOV widening when shrunk work. User CON code should always check the initial viewingrange value when attempting to do FOV effects like zoom, because it is not guaranteed to be 65536 due to different screen aspect ratios etc.

  • General

    Two tweaks when keying in values directly in the editor's 3D mode.

    Helixhorned r2077 17 Oct, 11:41 Engine
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    First, when pressing 'S on signed members (like the shade), display the real signed value instead of the value cast to an unsigned type. Second, when aiming at an overwall and pressing G, affect the overwall instead of the wall. Maybe these changes affect a few other queries too...