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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Showing 2023 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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Showing 35 builds · 91 commits

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December 2023 5 builds · 9 commits

October 2023 4 builds · 31 commits

Build 10514

22 Oct 2023 · 20 commits · 1 author GIT
Open build
  • fix edge case where a zero-byte .dat file would be misdetected as a .grp file

    TerminX a161a0b written 18 Oct 2023 Fix
  • the most minor of minor fixes to windowsCheckForUpdates()

    TerminX 5d6220f written 17 Oct 2023 Fix
  • support sensible conversions between gamearray types when loading savegames

    TerminX 4c785fa written 15 Oct 2023 CON
  • disable "restartmap" console command in Fury mode

    TerminX 194dfee written 10 Oct 2023
  • update message for loading old saves

    TerminX ca2328a written 9 Oct 2023
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Build 10493

7 Oct 2023 · 15 commits · 1 author GIT
Open build
  • fix USE_OPENGL=0 build

    TerminX 36a2f29 7 Oct, 11:51 Fix
  • add -nocontroller parameter to completely disable SDL controller support

    TerminX 4d62a72 7 Oct, 11:45
  • use "--" instead of "-" for unbound keys in the keyboard configuration menu

    TerminX c020cc8 7 Oct, 09:30
  • fix population of startup window input device drop-down by moving their values back to the launcher configuration (eduke32.cfg)

    TerminX 5b7e808 7 Oct, 09:15 Fix
  • add volume control for Duke Talk and an extra sound flag for other speech that should respect the same volume level (64)

    TerminX 6220b0d written 6 Oct 2023
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Build 10478

3 Oct 2023 · 19 commits · 1 author GIT
Open build
  • make Gv_Clear() actually clear and Gv_Init() actually re-init

    TerminX 75be4e2 3 Oct, 07:49
  • don't EDUKE32_PREDICT in the sound functions

    TerminX 60a4f92 3 Oct, 07:48
  • use internal CONs if external CON compilation fails, like the DOS version did.

    TerminX 4d8264c 3 Oct, 05:43 CON
    Show details

    I see now that Todd was actually very wise.

  • fix regression where trying to play an undefined sound with an index higher than the highest defined index could crash the game

    TerminX d0e4efe 3 Oct, 05:41 Fix
  • maybe fix player's view pseudo-randomly returning to center

    TerminX 64259d4 written 24 Sep 2023 Fix
Open the build to see all 19 commits

September 2023 11 builds · 18 commits

Build 10454

11 Sep 2023 · 18 commits · 2 authors GIT
Open build
  • avoid passing -1 as bunchnum to SECTORS_OF_BUNCH

    TerminX 40deb2c written 6 Sep 2023
  • tweak controlflow struct added to VM in 4eb6cbe190cf79d758a4a64b9fa10af64d4609ad

    TerminX 6ef0c6f written 2 Sep 2023
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    Resulting binary is smaller, but no significant performance difference either way on anything I tested the change on.

  • only update a maximum of one VIEWSCREEN tile per frame

    TerminX 0278536 written 2 Sep 2023 Engine
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    Improves performance greatly in all renderers in scenes using more than one concurrent VIEWSCREEN sprite displaying unique cameras.

  • remove a bunch of EDUKE32_PREDICT macro usage from gameexec

    TerminX 3f4e11c written 17 Aug 2023
  • allow sound data to expire out of cache1d again

    TerminX f0f5443 written 27 Jul 2023
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Build 10422

3 Sep 2023 · 1 commit · 1 author GIT
Open build
  • Improvements to A_RadiusDamage()

    Dino Bollinger 6a08b35 3 Sep, 21:28 Engine
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    - Add TROR-awareness in similar fashion to clipmove() and hitscan() - Continue scanning walls to damage even if MAXDAMAGESECTORS is reached - Increase MAXDAMAGESECTORS from 128 to 256

Build 10400

1 Sep 2023 · 1 commit · 1 author GIT
Open build
  • Completely revert attempted jitter fix from 5977025e

    Dino Bollinger e09200e written 2 Sep 2023 Fix
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    This caused two problems: - The change with AC_FZOFFSET caused BLOODPOOL to jitter in Duke3D - The change with water floors caused various actors to jitter in Fury More trouble than it's worth.