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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February 2026

October 2025

  • SW

    Fix null pointer dereferences in case of showing inventory bar right before player kill

    NY00123 bf58c7b written 21 Oct 2025 Build 10651 Fix
  • SW

    Comment out definition and declaration of unused function _ErrMsg

    NY00123 8e1972a written 21 Oct 2025 Build 10651
  • SW

    Use TerminateWithMsg in _Assert

    NY00123 95ef384 written 21 Oct 2025 Build 10651
  • SW

    Use TerminateWithMsg in JS_DrawMirrors

    NY00123 26cfce5 written 20 Oct 2025 Build 10651
  • SW

    Use TerminateWithMsg in JS_PlockError as well

    NY00123 38465ff written 20 Oct 2025 Build 10651
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    There are unfortunate duplications of the shared string, but such occurrences don't seem to be that common so far.

  • SW

    Cleanup of what was non-RENDERTYPEWIN code

    NY00123 3837287 written 20 Oct 2025 Build 10651
  • SW

    Remove not fully ported heap check code and related definitions

    NY00123 b146130 written 20 Oct 2025 Build 10651
  • SW

    Remove DEBUG-specific console commands mem, checkheap, dumpheap

    NY00123 2a73792 written 20 Oct 2025 Build 10651
  • SW

    Replace a few more printf calls, none being compiled, with LOG_F/VLOG_F

    NY00123 75d79ad written 20 Oct 2025 Build 10651
  • SW

    Replace a few printf calls with uses of LOG_F(ERROR, ...)

    NY00123 0e82cb6 written 20 Oct 2025 Build 10651
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    Trailing '\n' characters have been removed again.

  • SW

    Do replace multiple calls to TerminateGame+print/wm_msgbox+exit

    NY00123 ccf709a written 20 Oct 2025 Build 10651
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    These are done using TerminateWithMsg, except for a few instances in which the strings were meant to be printed without formatting, where TerminateWithSimpleMsg is used instead. Trailing '\n' characters have been removed from input strings. For code previously using printf and not wm_msgbox or loguru, this should resolve instances in which the program would abort without relevant logs, at least under specific platforms. Note that printf had its usage under DOS.

  • SW

    Add template function TerminateWithMsg and wrapper TerminateWithSimpleMsg

    NY00123 954e9b1 written 20 Oct 2025 Build 10651
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    TerminateWithMsg is going to be used instead of separate sets of calls to TerminateGame, printf/wm_msgbox and exit. It'll use wm_msgbox, not printf (originally used under DOS), and also go through LOG_F. This is an inline function definition using a variadic template, allowing the use of LOG_F and also matching loguru::log. TerminateWithSimpleMsg is a wrapper that allows printing a string without formatting.

  • SW

    Move #endif directive to the end of game.h

    NY00123 1533a66 written 20 Oct 2025 Build 10651
  • SW

    Improve prediction of interpolated bob_z value

    NY00123 fdbcb0b 14 Oct, 21:39 Build 10636
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    The addition of the "bob_z" field to the PREDICT struct might be unnecessary, technically speaking, but it probably won't hurt to ensure values are synced.

  • SW

    Fixed player movement prediction, now actually based on predicted angle

    NY00123 964ce88 14 Oct, 20:02 Build 10636 Fix
  • SW

    Fix switch to double Uzi for multiplayer games upon pick-up of second Uzi

    NY00123 8c88202 written 13 Oct 2025 Build 10636 Fix
  • SW

    Simplify HandleWeaponAutoSwitch usage to go through the DamageData array

    NY00123 1ca030f written 12 Oct 2025 Build 10636
  • SW

    Fix multiplayer sync errors with the weapon auto-switching toggle

    NY00123 2969374 written 12 Oct 2025 Build 10636 Fix
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    This also permanently enables weapon auto-switching for PedanticMode. The idea here is that outside of pedantic mode, within multiplayer games, a new bit or more of the inspected player's Flags2 field will be set for the weapon. Afterwards, only for player no. myconnectindex, the function getinput will set loc->bits as if a matching key was pressed for selecting the weapon. loc->bits should be properly synced. Note that each player's structure, including Flags2, is reset within InitNewGame, but not from InitLevel as far as I may tell.

  • SW

    Introduce new weapon auto-switch PF2 flags for a follow-up commit

    NY00123 aca3d38 written 12 Oct 2025 Build 10636
  • SW

    Fix voxels introducing glitched sprites in ROR sectors

    Hendricks266 be77ad3 8 Oct, 20:45 Build 10630 FixEngine
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    Follow-up to
    6e6b82d — Use a tspr->clipdist bit to specify legacy voxels instead of tspr->cstat 48 (Build 10380)

December 2024

  • SW

    Add `classic` subdirectory to search path when Redux is detected

    Hendricks266 95f0931 26 Dec, 22:26 Build 10608 Fix
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    SWCR v1.1.9 edits SW.GRP to incorrectly address the issue of invisible Bouncing Betty mines. Fortunately, the copy in the DOSBox installation is unmodified. The true cause of the problem is in the code and VoidSW already fixes it. See-also: e0b7c69d39816718acd54029e7309b4921937b9a See-also: 5d02c8bd5fb4e0c897128cb868472c7e2c34bd2d

  • SW

    Handle the absence of voxel and parental lock .txt files correctly

    Hendricks266 c618a24 26 Dec, 22:22 Build 10608 Engine
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    Avoids showing the user a nonsensical error message and prevents aborting in debug builds.

July 2024

June 2024

March 2024

November 2023

September 2023

August 2023

May 2023

July 2022

February 2022

December 2021

  • SW

    use CONTROL_SetAnalogAxisSensitivity() instead of CONTROL_SetAnalogAxisScale() for mouse

    TerminX 8167009 16 Dec, 02:30 Build 9879
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    I don't think this is perfect but it should be an improvement.

October 2021