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 2012 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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November 2012 48 builds · 144 commits

Build 3153

11 Nov 2012 · 5 commits · 1 author SVN
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  • General

    Make it possible to build a standalone libcache1d.so.

    Helixhorned r3153 11 Nov, 09:57
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    Exporting only (de)compression functions. Also, different reader/writer functions can be set.

  • General

    Couple of tweaks in player.c to match all ProjectileData[...].xxx with a regexp.

    Helixhorned r3152 11 Nov, 09:57
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    It would be something like "ProjectileData\[([^]]+)]\.([a-z_]+)".

  • General

    Fix demo playback with diff application enabled.

    Helixhorned r3151 11 Nov, 09:57 Fix
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    This requires ripping out the .proj member of tiledata_t back into ProjectileData[] again because it was the only one in g_tile[] that changed during the course of a game. The g_tile[] array is now also correctly flagged as "constant throughout a game" (DS_NOCHK). Savegame version bumped.

  • General

    Trivial G_Util_PtrToIdx*() tweaks.

    Helixhorned r3150 11 Nov, 09:57
  • General

    Fix viewing through moving cameras.

    Helixhorned r3149 11 Nov, 09:56 Fix
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    It's still not pretty though since there's no interpolation from G_DrawRooms().

Build 3148

10 Nov 2012 · 2 commits · 1 author SVN
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  • General

    Lunatic reorganization part 2: split into engine and editor/game parts.

    Helixhorned r3148 10 Nov, 12:59 Engine
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    On the engine side (functions starting with L_), there are now the basic parts like state creation and running code from strings and files. The game and editor can add to that by e.g. loading whatever they please into the state. Their functions start with El_ and Em_, respectively. The Lua scripts still reside in source/lunatic, even for the common ones. This is because they will be embedded into the binaries as bytecode or compressed source eventually, so their location on disk will be irrelevant.

  • General

    Lunatic reorganization part 1: two renames and one deletion.

    Helixhorned r3147 10 Nov, 12:58
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    See the next commit for details.

Build 3146

10 Nov 2012 · 5 commits · 1 author SVN
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  • General

    Clean up texture loading code etc. in polymost.c, no functional changes.

    Helixhorned r3146 10 Nov, 06:11 Engine
  • General

    Introduce a per-tile bit preventing fullbrights in GL modes, use for LOADSCREEN.

    Helixhorned r3145 10 Nov, 06:11
  • fix rotatesprite with no screen scaling and non-widescreen aspects.

    Helixhorned r3144 10 Nov, 06:11 FixEngine
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    Also, enable showing sprites in Mapster32's overhead view again, since that was one (the only?) use of that code path. The uninitialized read was introduced in r2927.

  • General

    When looking through a camera, don't do third person view.

    Helixhorned r3143 10 Nov, 06:11
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    Also, reorganize some G_DrawRooms() code a little without changing anything.

  • General

    When found a camera sprite for viewscreen, set position etc. immediately.

    Helixhorned r3142 10 Nov, 06:11 FixEngine
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    Instead of later in P_ProcessInput(). This fixes one drawrooms() call in between where the sectnum is the camera's, but the position the player's, which can lead to a slow "outer view" render in Polymer.

Build 3140

9 Nov 2012 · 2 commits · 1 author SVN
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  • General

    Fix warning in jaudiolib due to void ptr arith.

    Plagman r3140 9 Nov, 17:53 Fix
  • General

    Fix warnings from pointer math with the trackers.

    Plagman r3139 9 Nov, 17:53 Fix

Build 3138

9 Nov 2012 · 1 commit · 1 author SVN
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  • General

    Add automatic tracking to the sector[], wall[], sprite[] and tsprite[]

    Plagman r3138 9 Nov, 14:31 FixEngine
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    arrays; any write access to them will run the corresponding hook and write to the [sector/wall/sprite/tsprite]clean array. Note: tsprite and sprite use the same hook and require running a few more instructions per access in order to disambiguiate; this could be made more optimal (like the other arrays) by clearly separating the types in the game code. Note #2: taking a member's address currently marks it dirty because of tons of helper functions across the editor code. I don't know how many read-only accesses we have after taking a member address, but it could also be fixed with some finessing of the code.

Build 3135

9 Nov 2012 · 4 commits · 3 authors SVN
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  • General

    Fix synthesis fallout after ivfrate addition.

    Plagman r3135 9 Nov, 08:00 Fix
  • General

    Fix C90 compliance warning in sdlmusic

    TerminX r3134 written 8 Nov 2012 Fix
  • General

    Fix warning from r3128

    TerminX r3133 written 8 Nov 2012 Fix
  • General

    Make ivfrate build standalone, Makefile tweaks.

    Helixhorned r3132 written 8 Nov 2012

Build 3131

8 Nov 2012 · 3 commits · 1 author SVN
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  • General

    New utility ivfrate(.exe) and a couple of small VP8 changes.

    Helixhorned r3131 8 Nov, 12:17
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    The command-line utility can query and set the frame rate of IVF files, since apparently encoders don't care too much about setting proper values in the IVF header. Also, add the utility to the synthesis build. On the playback side in EDuke32, get rid of the 1/(2*fps) "correction" if the FPS numerator is <1000 (presumably used in older encoders) and properly print the frame rate's fractional part.

  • "fix" building.

    Helixhorned r3130 8 Nov, 12:17 Fix
  • General

    Fix USE_OPENGL=0 build.

    Helixhorned r3129 8 Nov, 12:17 Fix

Build 3127

6 Nov 2012 · 5 commits · 1 author SVN
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  • General

    Prettify some code where I felt was necessary.

    Helixhorned r3127 6 Nov, 15:06
  • General

    When binding a key, take care of processing one-to-many binds properly in menu.

    Helixhorned r3126 6 Nov, 15:06 Fix
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    This means that the "Keyboard Setup" should now properly reflect the bindings, except in the theoretical case of one gamefunc being bound more than two keys. (What was fixed is the one key to many gamefuncs case.)

  • General

    Get rid of the code reading in [KeyDefinitions] section of eduke32.cfg.

    Helixhorned r3125 6 Nov, 15:06
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    That section was only ever read in for little profit and never written out! Keyboard input is actually dispatched as OSD commands for a good while, so that old cruft has to go!

  • General

    Clean up control.c.

    Helixhorned r3124 6 Nov, 15:06
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    - Remove everything using CONTROL_KeyMapping, which was only written to. - Remove unused functions, make local ones static. - Remove private function declarations in _control.h.

  • General

    Fix one key <--> multiple gamefuncs dispatching.

    Helixhorned r3123 6 Nov, 15:06 Fix

Build 3122

6 Nov 2012 · 1 commit · 1 author SVN
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  • General

    Fix linking with CLANG=1 by separating $(INVOCATION) into $(COMPILER) and $(LINKER) and removing "-x" from clang as a linker in Makefile.common. Additionally, the Build tools are now affected by CPLUSPLUS=1, for which small corrections have been made.

    Hendricks266 r3122 written 5 Nov 2012 Fix

Build 3119

4 Nov 2012 · 1 commit · 1 author SVN
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  • General

    Add horrible tracking template; for each structure you'll want to create a

    Plagman r3119 4 Nov, 20:34
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    separate tracker type by #defining __TRACKER_NAME and __TRACKER_GLOBAL_OFFSET. eg.: Then if you have a tracked value and a value of the same type at the given offset: Tracker_1<int32_t> trackedInt; int32_t trackedIntDirty = 0; // 4 bytes after trackedIntDirty will become 1 everytime trackedInt changes.

Build 3118

4 Nov 2012 · 3 commits · 1 author SVN
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  • General

    Tweak r3116.

    Hendricks266 r3118 4 Nov, 19:48
  • General

    Fix mixed declarations and code in backtrace.c.

    Hendricks266 r3117 4 Nov, 18:50 Fix
  • General

    Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.

    Hendricks266 r3116 4 Nov, 18:49 Engine
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    Credit to Plagman for the idea and doing the work on the game side, which is included in this commit. (Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

Build 3115

4 Nov 2012 · 1 commit · 1 author SVN
Open build
  • General

    Add some compile time defined names for p->inven_icon values. Too bad these values aren't in the same order as the inventory items themselves... (dukeinv_t and dukeinvicon_t values do not match).

    TerminX r3115 4 Nov, 15:41

Build 3114

4 Nov 2012 · 3 commits · 1 author SVN
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  • General

    engine.c: add bound-check assert failing for sprites in m32's textured 2D mode.

    Helixhorned r3114 4 Nov, 15:03 Engine
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    Also, disable drawing sprites in that mode for now.

  • functionality to rotate or scale RShift-highlighted stuff smoothly.

    Helixhorned r3113 4 Nov, 15:03 Engine
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    This is done by pressing LShift and - holding down the left mouse button for scaling, or - the right mouse button for rotating the highlighted walls/sprites with respect to a pivot point determined as the center of the bounding box of all highlighted points. Note that scaling sectors isn't that easy and the current functionality is very rudimentary: there's no z scaling, no xrepeat correction, and sprites aren't touched expect for their position. The user is responsible to maintain map consistency, for example to prevent wall-lines of the same sector crossing each other.

  • when looking for matching wall in 2nd pt. ins., don't skip gray nextwalls.

    Helixhorned r3112 4 Nov, 15:03 FixEngine
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    This fixes a bug where it's not possible to split a sector under certain circumstances, reported by Micky C here: http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__138380 Also, don't allow zero in various 'F functions: Resize selection and Global {shade, visibility} divide.