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 175 builds · 505 commits

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July 2023 2 builds · 4 commits

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

September 2022 1 build · 1 commit

July 2022 1 build · 1 commit

June 2022 1 build · 6 commits

Build 10112

11 Jun 2022 · 46 commits · 1 author GIT
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May 2022 1 build · 5 commits

Build 10066

17 May 2022 · 24 commits · 2 authors GIT
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  • adapt commit f21082da0a4dc5aee5a56f7784fe804ed35bc990 from NetDuke32.

    TerminX fb38bc3 written 10 May 2022
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    Interpolates conveyor belt SE floor panning.

  • skip bpos update for STAT_EFFECTOR sprites

    TerminX 2118f9b written 10 May 2022 Engine
  • turn most assertions left in the audio code into log messages instead

    TerminX 1e5674e written 5 May 2022 Fix
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  • consider hitag of RESPAWN sprites for precache

    TerminX 20611d4 written 2 May 2022 Engine
  • precache indexed hightile textures, minor rework of loading screen progress bar

    TerminX 44409aa written 1 May 2022 Engine
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April 2022 9 builds · 17 commits

Build 10040

29 Apr 2022 · 3 commits · 1 author GIT
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  • Introduce actor event 'EVENT_PREACTORDAMAGE'

    Dino Bollinger 9c9518f written 6 Feb 2022 CON
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    This event is executed when an actor runs A_IncurDamage(), and is placed just before subtracting 'htextra' from 'extra' and updating the actor's owner (i.e. just before damage is applied to the actor). For useractors, this normally occurs when ifhitweapon is called. Set RETURN to a nonzero value to skip applying the damage. This will also cause the 'ifhitweapon' conditional to skip the branch. Note that doing so will not automatically reset htextra to 0.

  • Add global gameflag "DUKE3D_GLOBAL_ADDITIVE_HITRADIUS"

    Dino Bollinger 2e5741c written 28 Apr 2022
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    If this flag is set, all radius damage sources will apply cumulative damage instead of overriding the existing accumulated damage. Equivalent to applying PROJECTILE_HITRADIUS_ADDITIVE to all explosions.

  • Add projectile WORKSLIKE flag PROJECTILE_HITRADIUS_ADDITIVE

    Dino Bollinger 3c4a8bb written 19 Nov 2021
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    This flag alters the radiusdamage calculation such that the blast damage is added to the current htextra of the actor, rather than overwriting the current applied damage completely.

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 10005

16 Apr 2022 · 13 commits · 1 author GIT
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  • fix menu navigation with left controller stick when not in a game and no demos are playing

    TerminX c06c78a written 12 Apr 2022 Fix
  • limit framerate to refresh rate in menus and bonus screens

    TerminX f376574 written 31 Mar 2022
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    This is intended to address complaints of GPU coil whine. While these are obviously actually just complaints about the user's own hardware, we don't really need hundreds of frames per second in the menus, do we?

  • VM_UpdateAnim() optimization

    TerminX 301079e written 10 Feb 2022
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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.

Build 9991

11 Apr 2022 · 6 commits · 1 author GIT
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  • Prevent assigning both columns of keybinds to the same key

    Dino Bollinger c819ba0 written 10 Apr 2022
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    Instead it now switches the key from column 0 to 1 and vice-versa

  • Add console cvar 'cl_kbconfirm' to toggle the keybind confirmation dialog

    Dino Bollinger 30baffe written 10 Apr 2022
  • Show confirmation dialog when binding a key that's already bound

    Dino Bollinger b42d4f7 written 10 Apr 2022
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    This is currently restricted to the keyboard binds menu. The dialog provides three options: * Y -> Assign key and erase existing keybinds * N -> Assign key, do not erase existing keybinds * Escape -> Don't assign key

  • Add language option to the "Display Settings" menu

    Dino Bollinger 88cd368 written 10 Apr 2022
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    This provides menu access to the locale setting that was previously only controllable through the "locale" console command. Languages can be defined through the "localization" DEF token, and custom Unicode character tiles through the "tilefont" DEF token. Additionally: - Selected locale is saved inside the eduke32 config file. - Default language is set to "en" on launch, i.e. English.

  • Fix successful "loadgrp" DEF command logging as ERROR instead of INFO

    Dino Bollinger fce1fbf 11 Apr, 10:11 Fix
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March 2022 2 builds · 10 commits