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 2023 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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Showing 17 builds · 21 commits

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December 2023 1 build · 1 commit

September 2023 9 builds · 10 commits

Build 10422

3 Sep 2023 · 1 commit · 1 author GIT
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  • Improvements to A_RadiusDamage()

    Dino Bollinger 6a08b35 3 Sep, 21:28 Engine
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    - Add TROR-awareness in similar fashion to clipmove() and hitscan() - Continue scanning walls to damage even if MAXDAMAGESECTORS is reached - Increase MAXDAMAGESECTORS from 128 to 256

Build 10400

1 Sep 2023 · 1 commit · 1 author GIT
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  • Completely revert attempted jitter fix from 5977025e

    Dino Bollinger e09200e written 2 Sep 2023 Fix
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    This caused two problems: - The change with AC_FZOFFSET caused BLOODPOOL to jitter in Duke3D - The change with water floors caused various actors to jitter in Fury More trouble than it's worth.

August 2023 5 builds · 7 commits

Build 10363

25 Aug 2023 · 7 commits · 3 authors GIT
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  • Properly reset Viewscreens when loading a savegame

    Dino Bollinger dd98c3e written 20 Aug 2023
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    Previously, they would get stuck in a deactivated state while the player was still in range.

  • Fix keyboard function override message not showing the keys

    Dino Bollinger e8b7701 written 19 Aug 2023 Fix
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    And apply some cleanup to the code in question.

    Fixes
    terminx/eduke32#275
    Co-authored by
    Evan Ramos
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Build 10344

10 Aug 2023 · 1 commit · 1 author GIT
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  • Fix z interpolation problems in VM_Fall() and A_Fall()

    Dino Bollinger 5977025 written 7 Aug 2023 FixEngine
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    This prevents a visual jitter effect from sprites that aren't moving, but use the "fall" command in a water sector (zombie actors, pickups, etc).

July 2023 2 builds · 3 commits