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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August 2015 10 builds · 26 commits

Build 5337

29 Aug 2015 · 2 commits · 1 author SVN
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  • CON

    amend action's viewtype -8 to be more in line with the others.

    Helixhorned r5337 29 Aug, 10:43 CON
  • after playtesting with Esc+[T], break from the key polling loop.

    Helixhorned r5336 29 Aug, 10:43 FixEngine
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    Bug noticed and fix located by The Mechanic.

Build 5335

29 Aug 2015 · 1 commit · 1 author SVN
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  • CON

    allow viewtype -8 for 'action', meaning to x-flip the shown sprite.

    Helixhorned r5335 29 Aug, 03:21 EngineCON
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    Similarly to how -5 and -7 and are accepted since r3859.

Build 5332

15 Aug 2015 · 6 commits · 1 author SVN
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  • General

    Fix USE_OPENGL=0 build.

    Hendricks266 r5332 15 Aug, 14:28 Fix
  • Mostly revert r5326, and instead restrict the starting and stopping text input to touch devices where we need the on-screen keyboard to appear. This maintains the bugfix on targets with a physical keyboard.

    Hendricks266 r5331 15 Aug, 14:28 Fix
  • General

    Fix the Custom game content directory startup window option loading the folder alphabetically previous to the one selected when the "autoload" folder is present.

    Hendricks266 r5330 15 Aug, 14:28 Fix
  • Add EVENT_PREDRAW2DSCREEN.

    Hendricks266 r5329 15 Aug, 14:28 EngineCON
  • General

    Improvements to the MSVC project.

    Hendricks266 r5328 15 Aug, 14:27
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Build 5326

9 Aug 2015 · 6 commits · 1 author SVN
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  • don't enable/disable SDL text input.

    Helixhorned r5326 9 Aug, 02:58
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    At program start, text input is enabled anyway and it does not seem to have any adverse effects. However, disabling it after e.g. game save leads to the OSD not working properly any more: normal keys are passed via handleevent_pollsdl's SDL_TEXTINPUT case.

  • don't repeat #ifdef/#endif for SDL_{Start,Stop}TextInput().

    Helixhorned r5325 9 Aug, 02:58
  • General

    SDL2 layer: handle all Ctrl+[A-Z] keys passed to OSD_HandleChar().

    Helixhorned r5324 9 Aug, 02:58
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    See that function for a list of what these do in the OSD.

  • OSD

    fix oob write for Ctrl+K ("delete all to end of line").

    Helixhorned r5323 9 Aug, 02:58 Fix
  • in test/helixspawner.lua, make COLOR a global variable. DONT_BUILD.

    Helixhorned r5322 9 Aug, 02:58
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    To demonstrate and test that it can be modified from outside, and that these changes are kept with savegame restores.

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Build 5320

8 Aug 2015 · 2 commits · 1 author SVN
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  • add config variable 'corruptcheck_heinum'.

    Helixhorned r5320 8 Aug, 00:04 FixEngine
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    With 3 modes: 0: auto-correction and warning disabled 1: auto-correction enabled (default, current behavior) 2: auto-correction and warning enabled

  • make BOUNCEMINE spawn FRAMEEFFECT only if moving horizontally.

    Helixhorned r5319 8 Aug, 00:04 CON
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    Also add "zshoot -4096 BOUNCEMINE" to lunatic/test/weaponvars.con to demonstrate that bouncemines can be shot.

Build 5316

2 Aug 2015 · 2 commits · 1 author SVN
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  • don't spawn FRAMEEFFECT1 for BOUNCEMINE.

    Helixhorned r5316 2 Aug, 01:40 FixEngine
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    There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/

  • General

    engine.c: use swapptr() instead of swaplong() in two cases in drawmasks().

    Helixhorned r5315 2 Aug, 01:40 Engine

Build 5314

1 Aug 2015 · 2 commits · 1 author SVN
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  • don't redundantly adjust globalcursectnum in polymost_drawrooms().

    Helixhorned r5314 1 Aug, 01:41 Engine
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    See r5024 and the added comment.

  • in DNCOORDS display, show x/y/z for VEL + ps->fric x and y components.

    Helixhorned r5313 written 25 Jul 2015
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    Also, prettify some ps->fric-related code. DONT_BUILD.

July 2015 18 builds · 45 commits

Build 5312

25 Jul 2015 · 4 commits · 1 author SVN
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  • fix displayed viewscreen when its x/yrepeat isn't evenly divisible by 4.

    Helixhorned r5312 25 Jul, 10:23 Fix
  • add DEBUG_FRAME_LOCKING functionality.

    Helixhorned r5311 25 Jul, 10:23
  • fix unbalanced begindrawing()/enddrawing() pair in printext16().

    Helixhorned r5310 25 Jul, 10:23 FixEngine
  • General

    Fix various, but not all warnings.

    Helixhorned r5309 25 Jul, 10:23 FixEngine
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    Except: - missing braces around initializer [-Wmissing-braces]: due to union-in-struct vec3f_t - comparison between signed and unsigned integer expressions [-Wsign-compare]: in polymer.c

Build 5307

21 Jul 2015 · 1 commit · 1 author SVN
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  • fix frame locking issue with 2d3d mode, crash when toggling bottom texture swap, issues with drawing certain types of walls.

    TerminX r5307 21 Jul, 19:06 FixEngine

Build 5306

20 Jul 2015 · 3 commits · 1 author SVN
Open build
  • fix display of pal 4 sprites in 2d mode.

    TerminX r5306 20 Jul, 13:25 FixEngine
  • fix 3d mode status messages being overwritten with position/ang/horiz readouts.

    TerminX r5305 20 Jul, 13:25 FixEngine
  • fix unreadable status messages in 3d mode when working with a palette that doesn't align to Duke3d's color layout.

    TerminX r5304 20 Jul, 13:25 FixEngine

Build 5302

16 Jul 2015 · 4 commits · 1 author SVN
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  • General

    Mapster32:

    TerminX r5302 16 Jul, 17:12 Engine
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    -Improved indication of selections in 2d mode. This includes both highlighted objects and multiple object selection. -2d3d improvements: it's no longer possible to end up with a black view due to the z position being out of range when moving the cursor position to a new area with the right mouse button. -The middle mouse button can now be used in place of the right alt key when selecting sectors, similar to how the left mouse button can be used in place of the right shift key to select points and sprites. -2d mode mouse cursor has been changed to a 1 pixel thick red cross with a shadow instead of a 2 pixel thick red cross with no shadow. This improves visibility when working in textured mode with lava sectors and other textures similar in color. -2d mode palette now changes when working in an underwater sector. -Misc tweaks

  • don't warn about the map being corrupt if the only thing wrong with it is a sector ceilingheinum or floorheinum set without the corresponding bits to enable sloping set. DONT_BUILD.

    TerminX r5301 16 Jul, 17:12 FixEngine
  • misc cleanups, support for drawing transparent lines in 2d mode. DONT_BUILD.

    TerminX r5300 16 Jul, 17:12 Engine
  • General

    Fix warnings

    TerminX r5299 16 Jul, 17:12 Fix