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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April 2020 1 build · 2 commits

Build 8798

4 Apr 2020 · 3 commits · 1 author SVN
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  • SW

    Revert the changes from JFSW commit 7d0deafe81b0ffa30d77cfe242e454f8b4487a1f

    NY00123 r8798 4 Apr, 12:42 Fix
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    related to the definitions of RANDOM_NEG in bunny.cpp, ripper.cpp and ripper2.cpp. Do so in a way that isn't re-introducing compiler warnings. This partially fixes compatibility with demos made for SW 1.2. Additionally, replace the 3 separate definitions of RANDOM_NEG with a common one within game.h.

  • SW

    Fix a few memory access errors related to demo support

    NY00123 r8797 4 Apr, 12:41 Fix
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March 2020 5 builds · 13 commits

Build 8751

13 Mar 2020 · 9 commits · 1 author SVN
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  • SW

    Make quitting by closing the window, now done via CON_Quit,

    NY00123 r8751 13 Mar, 08:28 Engine
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    a bit more usable in multiplayer, hiding the engine's console.

  • SW

    Modify MenuLevel and RunLevel by using CON_Quit,

    NY00123 r8750 13 Mar, 08:28 Fix
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    toggling MultiPlayQuitFlag on instead of QuitFlag in multiplayer games if a player tries to close the window. Further update MNU_QuitCustom to use CON_Quit. - In RunLevel, this fixes quit of game for all players. - In MenuLevel, this leads to transmit of PACKET_TYPE_MENU_LEVEL_QUIT. However, the work isn't complete, since the game isn't shut down on the peers' sides, leading to possibly undesired side-effects. Currently known issue: - If the master closes the window, the scores won't be shown for the master. Reason is that waitforeverybody will terminate the app.

  • SW

    Add a few calls to handleevents around key press loops. Also check

    NY00123 r8748 13 Mar, 08:28
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    quitevent in the game, and further call getpackets within StatScreen.

  • SW

    Make sure StatScreen is called around the same time for

    NY00123 r8747 13 Mar, 08:28
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    all players after level change. This is done by adding calls to getpackets within the BonusScreen and StatScreen while loops. It is related to a change from the DOS versions of 1997. Basically, dosendpackets immediately sends all packets via the commit driver under DOS, while in the mmulti port in use here, sending might be postponed. This was leading to a problem with the game entering waitforeverybody before showing the stats. In particular, it initially attempted to send a PACKET_TYPE_PLAYER_READY message, which could get postponed in the manner described above. In case it received PACKET_TYPE_PLAYER_READY messages from all other peers before the time arrived for sending pending packets, though, waitforeverybody would return, eventually leading to a call to StatScreen/BonusScreen, without sending the pending message until the user in question continued. Other peers would have to wait for the given player to confirm level change before they could see their own stat screens.

  • SW

    Fix a bug in getpackets, making SW's Master-Slave code usable,

    NY00123 r8743 13 Mar, 08:28 Fix
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    including 3+ players sessions.

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Build 8690

6 Mar 2020 · 9 commits · 1 author SVN
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  • SW

    Handle cases in which the result of an expression

    NY00123 r8688 6 Mar, 07:49
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    with (possible) side-effects is written to an unused var.

  • SW

    Comment out unused vars, which would become

    NY00123 r8686 6 Mar, 07:49
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    used if previously commented out code was uncommented (including a few instances of uninitialized var reads).

  • SW

    Remove a ton of unused vars

    NY00123 r8685 6 Mar, 07:49
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