EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

Commits per year

Showing 2013 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 3 active

Showing 8 builds · 10 commits

Export CSV
Display options
Commit details:

June 2013 1 build · 1 commit

May 2013 1 build · 2 commits

Build 3748

10 May 2013 · 6 commits · 1 author SVN
Open build
  • make 'corruptcheck tryfix ?' (or '??') not require c. number range.

    Helixhorned r3747 10 May, 05:31 FixEngine
  • for some nextwall/nextsector corruptions, suggest making wall white.

    Helixhorned r3746 10 May, 05:31 FixEngine
    Show details

    Selected by writing e.g. 'corruptcheck tryfix 1-14 ??' in the console. Like with the first alternative, the corruption numbers / range (here, 1-14) must be given.

Open the build to see all 6 commits

April 2013 1 build · 2 commits

Build 3701

21 Apr 2013 · 8 commits · 1 author SVN
Open build
  • in quick tile selection [G], if tile is nonexistent, revert it.

    Helixhorned r3698 21 Apr, 12:55 FixEngine
  • tweak the 'loaded map' message a bit.

    Helixhorned r3697 21 Apr, 12:55 FixEngine
    Show details

    - colorize the trailing part if there is corruption or (new) if sprites were removed - also corrupt-check when loading <V7 map - move start{pos,ang,sectnum} to build.c - remove pointless ...[].extra = -1 before loading map, scantoasc*[] comment

Open the build to see all 8 commits

March 2013 1 build · 1 commit

February 2013 2 builds · 2 commits

Build 3509

19 Feb 2013 · 1 commit · 1 author SVN
Open build
  • add "movement by one" debugging functionality via a.m32.

    Helixhorned r3509 19 Feb, 12:35 FixEngineCON
    Show details

    If m32script gamevar "move_by_one" is nonzero, the some keys move the "player arrow" by increments of 1: - Without SHIFT: LEFT/RIGHT absolute x, DOWN/UP absolute y, A/Z absolute z. - With SHIFT: DOWN/UP (unbounded!) horiz, LEFT/RIGHT angle. This can be useful to debug renderer bugs that show a high sensitivity to the exact location ("are transient in space").

Build 3452

1 Feb 2013 · 6 commits · 1 author SVN
Open build
  • RESPAWN-preview coded in M32-script.

    Helixhorned r3447 1 Feb, 05:05 FixEngineCON
    Show details

    The m32script variable 'showrespawn_always' toggles whether the respawned picnum is shown unconditionally instead of only when aimed at (and locked onto the RESPAWN sprite) in 3D mode. Cool idea by Micky C. NOTE: sometimes doesn't work because of a bug in the m32script interpreter.

Open the build to see all 6 commits

January 2013 2 builds · 2 commits

Build 3398

16 Jan 2013 · 5 commits · 1 author SVN
Open build
  • more or less fix the auto wall-alignment feature ([.]/[,]).

    Helixhorned r3396 16 Jan, 12:38 FixEngine
    Show details

    - Run it twice, since the first one is wrong. - Warn when attempting to align based on a top-oriented wall. When the sequence of walls to align has "windows", only the bottom parts will be correct. - Make the modifiers actually useful: * Pressing SHIFT aligns at most one wall, remove the old CTRL modifier. * The rest is as before: ALT makes the walls have (approximately) equal texture stretching, ['] (quote) aligns the immediate TROR-nextwalls.

Open the build to see all 5 commits