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 16 builds · 26 commits

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July 2022 1 build · 1 commit

June 2022 1 build · 5 commits

Build 10112

11 Jun 2022 · 46 commits · 1 author GIT
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May 2022 1 build · 1 commit

April 2022 7 builds · 7 commits

Build 10013

20 Apr 2022 · 1 commit · 1 author GIT
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  • Fix viewscreens being permanently deactivated after loading a save

    Dino Bollinger f54d796 20 Apr, 22:59 Fix
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    Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.

Build 9992

12 Apr 2022 · 1 commit · 1 author GIT
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  • Fix an oversight in the keybind menu that could cause a crash

    Dino Bollinger 4a517bf 12 Apr, 17:02 Fix
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    Only occurred if some of the gamefuncs were disabled.

March 2022 1 build · 1 commit

January 2022 5 builds · 11 commits

Build 9933

15 Jan 2022 · 44 commits · 1 author GIT
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  • fix frame time counter logic typo

    TerminX ca21517 written 24 Nov 2021 Fix
  • fix undefined behavior

    TerminX 054cf70 written 12 Jan 2022 Fix
  • prevent potential overflows of szScratch[] in minidumper

    TerminX d2fc35f written 10 Jan 2022 Fix
  • fix stupid projectile flag interaction bug between PROJECTILE_EXPLODEONTIMER and the ones that make them bounce

    TerminX ccabd37 written 6 Jan 2022 Fix
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    This allowed projectiles with both PROJECTILE_EXPLODEONTIMER and PROJECTILE_BOUNCESOFFWHATEVER flags set to run .yvel until it was negative and then bounce forever.

  • fix .ogg sounds defined for Duke talk sometimes not playing when used in the skill selection menu

    TerminX 417eaea written 29 Dec 2021 Fix
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    We were hitting the FX_SoundActive() check for ud.skill_voice in G_NewGame() before the worker threads completed the decoder initialization work scheduled by the S_PlaySound() call in the MENU_SKILL case in Menu_EntryLinkActivate()--the code in G_NewGame() was proceeding to the next stage because FX_SoundActive() returned false, but our check occurred before it had a chance to return true. This also swaps the call to FX_StopAllSounds() in G_EnterLevel() out for a call to S_StopAllSounds() instead, and alters S_StopAllSounds() to set g_dukeTalk to false.

    Fixes
    terminx/eduke32#215
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