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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November 2021 12 builds · 24 commits

Build 9828

28 Nov 2021 · 10 commits · 2 authors GIT
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  • WIP controller force feedback (rumble) support

    TerminX 38eba41 written 24 Nov 2021 CON
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    Currently hard-coded with no real customization; algorithm and range of values will certainly change but the current implementation attempts to automatically discern appropriate force feedback values based on the potential damage inflicted by projectiles the player fires, events occurring in the map such as explosions and earthquakes, and on the damage the player receives. A future commit will likely contain a way to send the force feedback impulses from CON.

  • fix oversight in current A_RadiusDamage() implementation that allowed a sprite to inflict radius damage on itself

    TerminX 0178c7c written 24 Nov 2021 FixEngine
  • fix Fury build

    TerminX a66705e written 26 Nov 2021 Fix
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Build 9815

25 Nov 2021 · 8 commits · 4 authors GIT
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  • add mus_tryformats cvar and menu option to control loading OGG/FLAC replacements for MIDI

    NY00123 3ca0f0f written 12 Nov 2021
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    Based on MR !175.

  • fix sound regression causing sound #0 (KICK_HIT) to play when doors were opened

    TerminX cc924ee written 23 Nov 2021 Fix
  • Add actor struct members `htfloorzoffset` and `htwaterzoffset`

    Dino Bollinger b3a831c written 24 Nov 2021 Engine
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    Values range from -128 to 127. The former defines the distance of the actor from all floors, the latter applies additively to the hardcoded offset applied when on lotag 1 sectors. Positive values lift the actor off the ground, negative values move the actor into the floor. The default values for both struct members is 0. To achieve a net zero displacement, htfloorzoffset needs to be set to -1, and htwaterzoffset must be set to 24. Also note that internally, the offset is multiplied by 256 to receive the actual z coordinates (like `iffloordistl`).

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Build 9791

12 Nov 2021 · 4 commits · 2 authors GIT
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  • remove reset to previous projectile position from projectile bounce handling

    TerminX b3003ac 12 Nov, 07:53
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    Please report any weirdness relating to bouncing projectiles impacting surfaces.

  • make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled

    TerminX 9467311 12 Nov, 07:53 CON
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    This smooths out stuff like octabrains and flying liztroops without making them look stupid when they move on the ground.

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Build 9767

11 Nov 2021 · 12 commits · 1 author GIT
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  • jump to menu options when pressing letter keys

    TerminX 3ec0597 written 10 Nov 2021
  • add scroll wheel support back into file selection menus, add PgUp/PgDn and scroll wheel support to the little submenus used for selecting screen resolution and configuring the framerate limit etc

    TerminX 466b45d written 12 Aug 2021
  • reformat information displayed within the save and load menus, add episode name and player health

    TerminX a4a34f1 written 12 Aug 2021
  • add display selection to menu, tweak menu framerate limit option

    TerminX ee91e8c written 12 Aug 2021
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    I'm not very happy with the list of values for the framerate limiter. All methods of presenting these values to the end user seem to be terrible: linear slider bars are cumbersome and contain many unnecessary values, and simply presenting a field for a value to be entered into requires the end user know what they're doing. Ugh.

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Build 9750

1 Nov 2021 · 2 commits · 1 author GIT
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  • Add the CON commands `getngcflags` and `setngcflags`

    Dino Bollinger e3df820 written 18 Sep 2021 CON
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    Usage: ``` getngcflags <var> <idx1> [<idx2>...] setngcflags <const/var> <idx1> [<idx2>...] ``` Gets/sets the flags for the newgamechoices entries at the specified indices. The index list is variable-sized, up to a maximum of 3. This can be used to enable/disable the MEF_Hidden and MEF_Locked state. Supersedes the userdef struct members: `m_newgamecustomopen` and `m_newgamecustomsubopen`.

  • Extend newgamechoices menu with a third layer of entries.

    Dino Bollinger 0516522 written 18 Sep 2021
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    Also permit usercontent flag on subentries.

October 2021 5 builds · 30 commits

Build 9747

31 Oct 2021 · 23 commits · 1 author GIT
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  • fix S_ChangeSoundPitch()/CON_SETACTORSOUNDPITCH

    TerminX bfeaf61 written 7 Sep 2021 Fix
  • improve S_StopAllSounds() (I think)

    TerminX d8a22b7 written 7 Sep 2021
  • use .playing member of sound_t as bitfield, improve freeSlotQueue std::atomic usage

    TerminX 88047c8 written 7 Sep 2021
  • fix annoying GCC 11 warning

    TerminX 5beeb55 written 28 Oct 2021 Fix
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    The warning says you can silence it by surrounding sizeof(int32_t) with extra parentheses, but it doesn't work.

  • add predefined TILE_ANIM and TILE_VIEWSCR tokens for CON

    TerminX 24a7594 written 21 Oct 2021 CON
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Build 9710

6 Oct 2021 · 31 commits · 1 author GIT
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Build 9679

6 Oct 2021 · 28 commits · 1 author GIT
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  • fix dumpster fire thing

    TerminX 74c3050 written 31 Aug 2021 Fix
  • fix g_highestSoundIdx range checks

    TerminX 6b5286d written 29 Aug 2021 Fix
  • replace the "played killed by pushmove()!" error logged in the console with a call to QUOTE_SQUISHED

    TerminX bd4b70c written 16 Aug 2021
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    Players don't get killed by pushmove() in error anymore.

  • fix OOB reachability table access (sectnum == MAXSECTORS for a sound owned by a deleted sprite)

    TerminX d9285a6 written 1 Aug 2021 FixEngine
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Build 9631

6 Oct 2021 · 24 commits · 2 authors GIT
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September 2021 2 builds · 2 commits

Build 9607

27 Sep 2021 · 1 commit · 1 author GIT
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  • Add events EVENT_PREUPDATEANGLES and EVENT_POSTUPDATEANGLES

    Dino Bollinger 9741acb written 22 Aug 2021 CON
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    These events trigger once every frame and provide access to the input struct value updates of each frame. This makes it possible to alter input.q16avel and input.q16horz again, even with smooth mouse aiming. Addresses terminx/eduke32#132

August 2021 8 builds · 38 commits