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 35 builds · 91 commits

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August 2023 8 builds · 12 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
  • Fix rapid-tap chaingun glitch

    Jordon Moss c462a20 written 23 Aug 2023 Fix
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    Behaves like Atomic Edition now. Avoids breaking WW2GI.

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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 · 4 commits

Build 10332

30 Jul 2023 · 10 commits · 3 authors GIT
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  • SMALLSMOKE projectile cleanup

    Dino Bollinger 42de5a3 written 29 Jul 2023
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    Now no longer uses negative tilenums.

  • Remove unused function "A_DoGutsDir()" from actors.cpp

    Dino Bollinger 4c5ce33 written 29 Jul 2023
  • Fix typo in PR light offset for EXPLOSION2.

    NY00123 d0fab2b written 7 Jul 2023 FixEngine
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    Also fixes attempts to read data for sprite no. -1 in case of no parent sprite.

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June 2023 1 build · 2 commits

May 2023 2 builds · 8 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.

  • add cl_kickmode cvar to select between 1.3D or 1.4+ quick kick behavior ;)

    TerminX a09df6c written 3 May 2023
  • 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
  • fix minor bug with visibility menu option

    TerminX 84fe67c written 1 May 2023 Fix
  • fix SE40 drawing oversight found when porting the current version of the effect to the editor

    TerminX e8cdd3c written 17 Apr 2023 Fix
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April 2023 1 build · 6 commits

Build 10212

5 Apr 2023 · 44 commits · 2 authors GIT
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  • allow startup window in Steam big picture mode if the -setup parameter is passed

    TerminX 6537106 written 23 Mar 2023
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    This allows the startup window to be used on Steam-based devices like the Steam Deck without switching to desktop mode.

  • fix problems with the automatic view angle adjustment for playing without a mouse. This fixes #265.

    TerminX fec475c written 16 Mar 2023 Fix
  • in 'msaveloadtext()', prevent read of 'g_skillNames[-1]', fixing issue #225.

    Helixhorned e90e66e written 29 Dec 2022 Fix
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    Note: 'skill == 0' can be obtained from the command line by either * '-m': "monsters off", or * '-s0': 'ud.m_monsters_off' is *not* set

  • fix mouse sensitivity slider values, allow a vertical sensitivity of 0

    TerminX 913afa1 written 22 Jan 2023 Fix
  • remove explicit VM compiler checks at use time for whether a label is a keyword or not

    TerminX 1a326fa written 13 Dec 2022
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    This is already covered separately by undefined parameter checks on label use and by keyword checks on label definition.

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March 2023 1 build · 1 commit