EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

Commits per year

Showing 2014 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 1 active

Showing 112 builds

Export CSV
Display options
Commit details:
Active filters: Year: 2014 Clear all

January 2014 13 builds · 48 commits

Build 4279

30 Jan 2014 · 3 commits · 1 author SVN
Open build
  • General

    Follow-up to RTS cleanup: factor out 2x almost-same code into G_StartRTS().

    Helixhorned r4279 30 Jan, 11:12
  • General

    Reincarnate RTS sound functionality together with cleaning up related code.

    Helixhorned r4278 30 Jan, 11:12 Fix
    Show details

    - Make Win+F* also make play and RTS sound, since modern OS's window managers like to eat Alt-F*. (Some Win+F* may be inaccessible too, but together all 10 should hopefully be covered.) - Fix an issue where keys other than F1-F10 were considered as starting an RTS sound and crashing EDuke32 in the process

  • General

    Fix USE_OPENGL=0 build... again. DONT_BUILD.

    Helixhorned r4277 30 Jan, 08:13 Fix

Build 4276

29 Jan 2014 · 1 commit · 1 author SVN
Open build
  • General

    Fix respawn operation with monsters off, rewriting G_OperateRespawns().

    Helixhorned r4276 29 Jan, 10:32 Fix
    Show details

    BUILD_LUNATIC.

Build 4275

28 Jan 2014 · 1 commit · 1 author SVN
Open build
  • when clearing bunch number of c/f with yax_setbunch(), don't reset xpanning.

    Helixhorned r4275 28 Jan, 11:03
    Show details

    In the non-Lunatic build naturally, since the Lunatic one uses its own member.

Build 4274

27 Jan 2014 · 6 commits · 1 author SVN
Open build
  • General

    Print "32-bit"/"64-bit" along with the version number in the log.

    Hendricks266 r4274 27 Jan, 02:31
  • General

    Remove "-fpermissive" from C++ builds because we don't need it.

    Hendricks266 r4273 27 Jan, 02:31
  • gltexinvalidatetype(INVALIDATE_ART) so that loading or unloading an ART set will take effect when using the OpenGL renderers.

    Hendricks266 r4272 27 Jan, 02:31 Engine
  • Don't use SDL_Renderer if it is a software fallback, because that would only waste memory and speed.

    Hendricks266 r4271 27 Jan, 02:30
  • Eliminate a memory leak when changing resolutions with SDL_Renderer 8-bit mode.

    Hendricks266 r4270 27 Jan, 02:30 Fix
Show the other commit in this build

Build 4268

27 Jan 2014 · 2 commits · 1 author SVN
Open build
  • Introduce support for PlayStation CD-XA audio, a simple ADPCM format.

    Hendricks266 r4268 27 Jan, 02:30 Fix
    Show details

    It's functional, but due to the odd 37.8 KHz nature of the format, I will need to add a resampler to the audiolib to prevent the aliasing artifacts that occur at present. I also hear clicks/pops every so often, but I do not know if a resampler would fix these as well or if they are a separate problem. Note that you cannot directly use the four XA files on the Total Meltdown disc because they each contain eight songs. They would need to be split using a utility I wrote that is outside the scope of this SVN.

  • Fix a harmless C++ warning. (malloc casting, for those interested)

    Hendricks266 r4267 27 Jan, 02:29 Fix
    Show details

    EDuke32 has me so accustomed to straight C... using a template and pass-by-reference makes my day.

Build 4266

24 Jan 2014 · 6 commits · 1 author SVN
Open build
  • add codegen option -fbad-getactorvar-use-pli for C-CON compatibility.

    Helixhorned r4266 24 Jan, 13:39 CON
    Show details

    Also, improve -Wnumber-conversion warning by printing the resulting number. BUILD_LUNATIC.

  • make wall texture alignment [.]/[,] work with bottom-swapped walls.

    Helixhorned r4265 24 Jan, 13:39 Engine
    Show details

    In simple cases, it should be added. Combinations of alignment across TROR boundaries and bottom-swapping will probably not work right.

  • General

    Improve determination of when a sprite should be drawn before a masked wall.

    Helixhorned r4264 24 Jan, 13:39 Engine
    Show details

    Concretely, in the "behind, outside" case, draw the sprite early if any of its 2 or 4 corner points are behind the masked wall, and inside the cone or on the other outside.

  • don't attempt audio format auto-detection for less than 12 bytes.

    Helixhorned r4263 24 Jan, 13:38
  • document engine.*shadetab() functions. DONT_BUILD.

    Helixhorned r4262 written 19 Jan 2014 Engine
Show the other commit in this build

Build 4260

15 Jan 2014 · 3 commits · 1 author SVN
Open build
  • make gv.current{Level,Episode} one-based and document them.

    Helixhorned r4260 15 Jan, 12:29 CON
    Show details

    Also, in LunaCON, make player .palette member read-only. BUILD_LUNATIC.

  • General

    Per-map ART tiles: don't back up or restore reserved tiles.

    Helixhorned r4259 15 Jan, 12:29 Fix
    Show details

    This prevents a crash and maybe other badnesses when e.g. loading a map with ART tiles, doing something that allocates a reserved tile (such as looking into a viewscreen), then loading another map where the tilesiz* of TILE_VIEWSCR is restored to 0.

  • fix one error message, make -h/--help display usage.

    Helixhorned r4258 15 Jan, 12:29 Fix
    Show details

    Actually, right now, any first arg starting with '-' will show the usage.

Build 4257

12 Jan 2014 · 3 commits · 1 author SVN
Open build
  • General

    Engine-side per-map ART file support.

    Helixhorned r4257 12 Jan, 06:54 Engine
    Show details

    When a map named <filename>.map is loaded (<filename> may also contain directory separators), the engine checks for existence of <filename>_XX.art in the virtual file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive sequence of these ART files, i.e. aborts whenever a number in the sequence isn't found (in contrast to normal ART loading). Restrictions: - the per-map ART files must not reside in ZIP files - if a tile number is attempted to be overridden that has a dummytile or is cache1d-locked, per-map ART loading fails On failure, the map is still loaded, but a diagnostic message is output to the log/OSD. Loaded per-map ART data are cleared whenever the map is "left". In particular: - whenever another map is loaded - in the editor: when a new map is started - in the game: after the bonus ending screen of a finished level, after going to the title screen via the menu A final note: file names are supposed to be looked up and compared case-sensitively. That is, <filename> must match EXACTLY between the map's and per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will come and eat you! BUILD_LUNATIC.

  • for readgamevar, if ud.config.scripthandle < 0, keep value, don't err.

    Helixhorned r4256 12 Jan, 06:54 CON
  • General

    Stylistic/formatting tweaks in cache1d code.

    Helixhorned r4255 12 Jan, 06:54

Build 4254

12 Jan 2014 · 5 commits · 1 author SVN
Open build
  • General

    Fix the startup window freeze under SDL2+Windows when a Yes/No box was supposed to be displayed.

    Hendricks266 r4254 12 Jan, 06:06 Fix
  • Reintroduce SDL_Renderer for the classic renderer so that the Steam Overlay can function with it.

    Hendricks266 r4253 12 Jan, 06:05 Engine
  • General

    Fix a case where the bonus screen would immediately end with an input press because all code between iterations of the bonus screen would execute in less than 1/120th of a second, not leaving any time for totalclock to increment.

    Hendricks266 r4252 12 Jan, 06:05 Fix
    Show details

    EDuke32. Where our code runs so fast, it breaks old code.

  • General

    Fix the display of the multiplayer results screen.

    Hendricks266 r4251 12 Jan, 06:05 Fix
  • General

    Run Net_SendClientInfo() after game state creation to properly set up the player's user_name.

    Hendricks266 r4250 12 Jan, 06:05

Build 4249

12 Jan 2014 · 7 commits · 1 author SVN
Open build
  • General

    Block off hacks for the primitive splitscreen CON mod with SPLITSCREEN_MOD_HACKS so they are no longer compiled.

    Hendricks266 r4249 12 Jan, 06:04 EngineCON
    Show details

    These hacks could no longer be allowed to co-opt the fake multiplayer mode, used for local testing and mod development. I have half a mind to remove the hacks outright because they could be likened to drilling bolts directly into your car engine just so you could mount a bowling ball as a hood ornament. However, I don't want to take away the splitscreen hack mod from anyone who uses it, and the work done on these hacks should be useful if proper splitscreen were implemented internally using per-player input and multiple renderer/audio passes.

  • Add Ken's "todo list from the Build days" alongside his other documentation.

    Hendricks266 r4248 12 Jan, 06:04
  • General

    For DISABLEINLINING=1, apply __fastcall to make up for the lack of inlining.

    Hendricks266 r4247 12 Jan, 06:04
  • General

    Always run tsprites with statnum TSPR_TEMP though EVENT_ANIMATESPRITES, such as the "show opponent's weapon" in multiplayer.

    Hendricks266 r4246 12 Jan, 06:03 EngineCON
  • General

    SDK/Samples: Add "startpos.m32", a helper script for spawn points.

    Hendricks266 r4245 12 Jan, 06:03 Engine
    Show details

    You can: -Cycle your position through all DM or coop spawn points. -Jump to the primary spawn point. -Dump full spawn point information to the log file.

Show the other 2 commits in this build