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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Showing 23 builds · 35 commits

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June 2024 1 build · 2 commits

October 2023 2 builds · 2 commits

September 2023 1 build · 1 commit

June 2023 1 build · 1 commit

May 2023 1 build · 2 commits

Build 10240

17 May 2023 · 28 commits · 1 author GIT
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  • add floorzcutoff and floorzrebound player members to control additional aspects of how the player's position reacts to traversing sectors with differing floor heights

    TerminX 6a17ae1 written 6 May 2023 Engine
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    Not recommended to use these in mods until after Ion Fury: Aftershock ships because they might still change some.

  • fix overlapping cl_showcoords text, enable sprite counters w/ cl_showcoords 2, add cl_showcoords 3 for the previously unreadable rendering cvar printouts

    TerminX b58dd86 written 1 May 2023 FixEngine
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May 2022 1 build · 3 commits

January 2022 1 build · 3 commits

November 2021 2 builds · 2 commits

October 2021 3 builds · 3 commits

August 2021 1 build · 5 commits

Build 9568

21 Aug 2021 · 56 commits · 1 author GIT
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  • fix issue with Polymer lights sometimes not appearing after the player dies and respawns

    TerminX d595a39 written 20 Aug 2021 FixEngine
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  • fix player/actors being squished in sloped sectors that actually have enough room for them

    TerminX a975dfe written 29 Jul 2021 FixEngine
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  • skip "SLIDE_ABOVE_ENEMY" processing in A_GetZLimits() if the calling sprite isn't moving

    TerminX d41f2e0 written 11 Jul 2021 FixEngine
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    Fixes terminx/eduke32#28.

  • fix access to sector[-1] through ps->cursectnum

    TerminX d3c082c written 29 Jul 2021 FixEngine
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    Geez, I don't think I've seen one of these in years.

  • fix sprites jittering when demo playback is paused

    TerminX a295c27 written 26 Jul 2021 FixEngine
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June 2021 3 builds · 5 commits

Build 9441

28 Jun 2021 · 46 commits · 1 author GIT
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  • minor A_GetClipdist() rework

    TerminX 7d7c1c6 written 20 Jun 2021 Engine
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    This shouldn't have any impact whatsoever on gameplay. The point was simply to eliminate branches that arrive at the same result, and reduce function calls for cases where they aren't needed (i.e. calling A_CheckEnemySprite() for sprites that are STAT_PROJECTILE).

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Build 9382

4 Jun 2021 · 61 commits · 1 author GIT
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  • expose gotsector[] to CON for checking to see if a particular sector was drawn during the last frame

    TerminX fa750c6 written 10 May 2021 EngineCON
  • reclaim a ridiculous amount of wasted space in the player struct

    TerminX 0578f90 written 22 Apr 2021 Engine
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    This converts the storage for LOOGIE sprite coordinates to vec2_16_t and reduces the storage to 6 sets of coordinates, the max the game uses.

  • remove extraneous actor bpos updates

    TerminX 50f2590 written 8 Apr 2021 Engine
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    These sprites are covered by G_RecordOldSpritePos().

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July 2020 1 build · 1 commit

June 2020 3 builds · 3 commits

Build 9126

8 Jun 2020 · 1 commit · 1 author GIT
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  • fix jittery view on moving sectors

    TerminX 6a78dde 8 Jun, 12:21 FixEngine
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    This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60.