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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May 2012 32 builds · 89 commits

Build 2685

20 May 2012 · 3 commits · 1 author SVN
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  • General

    EDuke32 Wii: Ready for action!

    Hendricks266 r2685 20 May, 00:25
  • General

    Mac OS X: Add correct default values for 'gameexecutable' cfg string so that the Mapster32 test feature works with .app bundles.

    Hendricks266 r2684 20 May, 00:24 FixEngine
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    Note: You may encounter a crash if you try to test your map and Mapster32 is running fullscreen.

  • General

    Fix warnings in net.c and xdelta3.

    Hendricks266 r2683 20 May, 00:23 Fix

Build 2681

19 May 2012 · 1 commit · 1 author SVN
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  • General

    Correct an oversight and make handleevents() call our own window processing function instead of the default Windows one.

    TerminX r2681 19 May, 22:36

Build 2674

18 May 2012 · 4 commits · 1 author SVN
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  • General

    net.c tweaks, just for the sake of pushing them to SVN.

    Helixhorned r2674 18 May, 14:41
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    - alloc_multimapstate() helper - make g_netMapRevision a uint32 and store save->revision in sequence order (without &(NET_REVISIONS-1)) - one assert, one XXX comment, stylistic changes

  • General

    PNG screenshots: don't save custom gAMA.

    Helixhorned r2673 18 May, 14:40
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    This should be more correct, since previously, the saved PNGs were way too contrasty when looked from within a browser. Now, they'll always be slightly darker than in-game (assuming one has a gamma greater than 1).

  • General

    With Clang, compile in GNU89 mode and fix clang detection in the Makefiles.

    Helixhorned r2672 18 May, 14:40 Fix
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    The default C99 mode is giving us linking errors from xdelta3.

  • General

    Fix one ptr size mismatch and one format letter/arg mismatch on x86_64.

    Helixhorned r2671 18 May, 14:40 Fix

Build 2670

18 May 2012 · 4 commits · 1 author SVN
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  • General

    Fix cheats giving inventory items and their events.

    Helixhorned r2670 18 May, 05:46 Fix
  • actions prototype, not enabled even in the dev build.

    Helixhorned r2669 18 May, 05:46
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    For Lunatic, we'll want to get rid of the t_data --> script indirections, since the latter will be no more. Thus, all parameters are saved in t_data directly. For the normal build, there are no changes, only stylistic tweaks.

  • v7 engine support, event updates

    Helixhorned r2668 18 May, 05:45 Engine
  • General

    Fix A_CheckEnemyTile() returning 1 for "fixed" sprites (see r1913).

    Helixhorned r2667 18 May, 05:45 FixEngine
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    Those sprites are usually decorative, and certainly not enemies!

Build 2666

17 May 2012 · 3 commits · 1 author SVN
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  • General

    Fix building xdelta3.o

    TerminX r2666 17 May, 19:49 Fix
  • General

    Add xdelta3 source and headers to VS2010 project

    TerminX r2665 17 May, 17:07
  • General

    WIP multiplayer changes, still completely broken.

    TerminX r2664 17 May, 16:54 Fix

Build 2663

17 May 2012 · 1 commit · 1 author SVN
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  • General

    Update ENet with changes from the newest version from CVS (yes, they still use CVS)

    TerminX r2663 17 May, 14:42

Build 2662

17 May 2012 · 2 commits · 1 author SVN
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  • General

    Update QuickLZ to 1.5.1 beta 7

    TerminX r2662 17 May, 14:36
  • General

    Add xdelta3, required for some broken multiplayer updates I plan on committing later

    TerminX r2661 17 May, 14:27 Fix

Build 2660

17 May 2012 · 1 commit · 1 author SVN
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  • General

    Fix EVENT_CHECKTOUCHDAMAGE (the change to how events handle RETURN broke it)

    TerminX r2660 17 May, 13:47 FixCON

Build 2659

17 May 2012 · 2 commits · 1 author SVN
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  • General

    Alternate implementation of EVENT_SOUND that better covers all hard coded sounds (menus, boss recognition sounds, etc)

    TerminX r2659 17 May, 10:33 CON
  • General

    Fix breakage of EVENT_WEAPKEYx after r2656

    TerminX r2658 17 May, 10:23 FixCON

Build 2657

17 May 2012 · 1 commit · 1 author SVN
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  • General

    "Band-aid" fix for the issue with EDuke32 and Mapster32 visually locking up but continuing to run and play sounds after alt+tabbing away for a few seconds on Windows Vista/7. This may screw something else up, so please test thoroughly.

    TerminX r2657 17 May, 10:19 FixEngine

Build 2656

15 May 2012 · 1 commit · 1 author SVN
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  • General

    This should hopefully fix the disaster with events caused by my last couple of commits ;)

    TerminX r2656 15 May, 17:45 Fix

Build 2654

15 May 2012 · 1 commit · 1 author SVN
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  • General

    Another one line DynamicTileMap[x] -> DYNAMICTILEMAP(x) change from Helix that got obliterated during svn change merging. Fixing this changes nothing in builds with DYNTILEREMAP_ENABLE defined, so this change isn't meaningful to anyone who isn't recompiling the game to work on a low memory device or something of that nature.

    TerminX r2654 15 May, 07:12 Fix

Build 2653

14 May 2012 · 1 commit · 1 author SVN
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  • General

    1 line fix for a change that accidentally got reverted when merging newer svn updates into an older local branch

    TerminX r2653 14 May, 15:45 Fix

Build 2652

14 May 2012 · 1 commit · 1 author SVN
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  • General

    Addition of 3 events:

    TerminX r2652 14 May, 11:12 FixEngineCON
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    EVENT_SOUND: triggered upon playback of any sound, this allows the "hard coded" sounds to be altered in a context-aware fashion instead of having to resort to clunky hacks like replacing them with a blank sound effect. RETURN var iable is set to the sound effect # of the sound to be played, or -1 to cancel playback. EVENT_CHECKTOUCHDAMAGE: triggered in P_CheckTouchDamage() whenever the player collides with anything. Value of RET URN is set to the result provided by clipmove() and so can be decoded in the same way. Value of RETURN when the event is over can also be manipulated to control some of the hard coded damage effects. EVENT_CHECKFLOORDAMAGE: triggered in P_CheckFloorDamage(), RETURN is simply the picnum of the floor of the sector t he player is in. Can be used to cancel hard coded floor damage effects or to make other tiles exhibit the same eff ects Other misc fixes and cleanups, including a possible workaround for Duke Plus SECTOREFFECTOR light issues wherein all SE49 and SE50 that have a statnum of STAT_EFFECTOR are simply changed to STAT_LIGHT during the STAT_EFFECTOR loop now.