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 26 builds · 57 commits

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December 2023 1 build · 1 commit

November 2023 1 build · 1 commit

Build 10528

13 Nov 2023 · 1 commit · 1 author GIT
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  • If the texturecache.index file cannot be read, invalidate it

    Dino Bollinger 9b6aaed 13 Nov, 22:26 FixEngine
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    This fixes a problem where the texcache file could grow without limit if something managed to corrupt the texcache index.

September 2023 12 builds · 32 commits

Build 10457

18 Sep 2023 · 2 commits · 1 author GIT
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  • General

    Engine/Duke3D: Several changes to TROR traversal in clipping functions

    Dino Bollinger 46a4394 18 Sep, 00:37 FixEngine
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    * clipmove() - No longer traverses sectors once a distance limit is exceeded, and at most traverses 64 TROR sectors at once. * hitscan() - TROR sectors added to clipsectlist after regular next sectors. Only adds TROR sectors in a single direction, and at most 64 at once. * A_RadiusDamage - only add TROR sectors if inside damage radius. Also increase MAXDAMAGESECTORS to 512, same as MAXCLIPSECTORS. Fixes glitches and error spam in maps that make heavy use of TROR.

  • Only store boardfilename in the savegame if we have a usermap

    Dino Bollinger 90db601 written 17 Sep 2023

Build 10434

5 Sep 2023 · 5 commits · 1 author GIT
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  • Fix globalsound being broken in 3D Mode

    Dino Bollinger a2a6009 5 Sep, 17:36 FixEngine
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    This would previously attempt invalid array access with index -1.

  • Revert clipupdatesector() changes from df868267 and replace with a different approach

    Dino Bollinger bf731b2 5 Sep, 22:09 FixEngine
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    If the sector contains a TROR bunch, then whenever clipupdatesector() would normally return 1, instead run updatesector() and return 0 instead. The old approach did not work out in all situations. In Fury, certain flying enemies could not pass some TROR layers properly, and in AMC, trying to submerge in TROR water had the player glitch out on the surface. This exact approach had previously been used in AMC without any major issues for 2 years, before the recent TROR changes.

  • Rework the cansee() changes from 86e5fe7f to only affect TROR transitions

    Dino Bollinger 423a059 5 Sep, 19:33 Engine
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    The problem with the previous version was that it didn't take overlapping geometry into account. This should be a more conservative approach that doesn't affect non-TROR uses of the cansee() function.

  • Add same sectnum checks as in hitscan() to A_RadiusDamage()

    Dino Bollinger 33c18eb 5 Sep, 17:30
  • Fix hitscan() and clipmove() by checking for invalid sectnums

    Dino Bollinger fa83f83 5 Sep, 17:28 FixEngine
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    Invalid sectnums could previously be added to the clipsectlist if a hitscan shot passed a tror layer.

Build 10427

4 Sep 2023 · 3 commits · 1 author GIT
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  • fix actors on lotag 1 sectors not being squishable

    Dino Bollinger da49d94 4 Sep, 19:29 FixEngine
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    Squishing is now prevented if SE7 is present (as previously intended), or when the actor is standing on submergible TROR water.

    Fixes
    terminx/eduke32#283
  • fix regressions with clipupdatesector() from df868267

    Dino Bollinger 1e3d72e 4 Sep, 18:31 FixEngine
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    This resolves a bug in Duke3D where the player couldn't move while shrunk if a TROR sector was present on the map. It also ensures that the original clipping is used if no TROR bunch is present inside the sector in question. This should reduce the amount of backwards-compatibility problems.

  • Fix clipmove() problems with TROR wall geometry resulting from commit 7f00d5ce

    Dino Bollinger 027baac 4 Sep, 15:40 FixEngine
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    The changes are now more conservative and only affect sprites on TROR layers.

Build 10422

3 Sep 2023 · 1 commit · 1 author GIT
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  • 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 10421

3 Sep 2023 · 1 commit · 1 author GIT
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  • Fix many cases in which cansee() would fail with TROR

    Dino Bollinger 86e5fe7 3 Sep, 21:13 FixEngine
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    This commit adds a failsafe which corrects the given origin and destination sectnums of the "cansee()" function, by checking if the corresponding (x,y,z) coordinates are actually contained within the given sectors. The problem with TROR in particular was that the calculation done to determine the point of intersection on the TROR layer requires the coordinates to be within the given sectnums. Else, cansee() would simply return 0, even if there was a clear line of sight. This should also implicitly fix any other cases where the coordinates of the cansee() call do not exactly match up with the given sectnums.

Build 10414

3 Sep 2023 · 14 commits · 2 authors GIT
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  • Account for floor and ceiling slopes in renderAddTsprite

    Dino Bollinger 8300b70 written 31 Aug 2023 Engine
  • Fix tsprite cutoff if the sprite stretches across multiple TROR layers

    Dino Bollinger 29570f2 written 31 Aug 2023 FixEngine
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    The sprite is now properly copied for each sector it stretches across.

  • Overhaul TROR handling for hitscan() and clipmove()

    Dino Bollinger 7f00d5c written 31 Aug 2023 FixEngine
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    - Vertically attached sectors are now added to the clipsectorlist - Entirely remove the previous TROR hack from hitscan() - Instead, hitscan() now also uses clipsectorlist, and detects whether a TROR transition floor or ceiling was hit. If so, any subsequent wall hits in the same sector are skipped. This fixes the following: - Collision and hitscan checks where a sprite stretches vertically across more than 2 TROR layers. - Hitscan shots being unable to clear sloped TROR surfaces. - A potential out-of-bounds array access in hitscan()

  • Add TROR-awareness to sprite clipping in hitscan()

    Dino Bollinger 98e4404 written 30 Aug 2023 FixEngine
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    Analogous to the previous commit, it also checks the sprites of the upper and lower TROR bunch of the sector. This handles the case where a sprite is intersecting layers, and fixes hitscan shots not hitting enemies properly in such cases.

  • Add TROR-awareness to sprite clipping in clipmove()

    Dino Bollinger 97ff45d written 30 Aug 2023 FixEngine
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    This makes it so that the sprites of the ceiling and floor bunch sectors of the sector being checked are also iterated over. This handles the case where a sprite is intersecting TROR layers, and fixes projectiles not hitting enemies properly in such cases.

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Build 10400

1 Sep 2023 · 1 commit · 1 author GIT
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  • 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.

August 2023 10 builds · 14 commits

Build 10363

25 Aug 2023 · 7 commits · 3 authors GIT
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  • Properly reset Viewscreens when loading a savegame

    Dino Bollinger dd98c3e written 20 Aug 2023
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    Previously, they would get stuck in a deactivated state while the player was still in range.

  • Fix keyboard function override message not showing the keys

    Dino Bollinger e8b7701 written 19 Aug 2023 Fix
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    And apply some cleanup to the code in question.

    Fixes
    terminx/eduke32#275
    Co-authored by
    Evan Ramos
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Build 10344

10 Aug 2023 · 1 commit · 1 author GIT
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  • Fix z interpolation problems in VM_Fall() and A_Fall()

    Dino Bollinger 5977025 written 7 Aug 2023 FixEngine
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    This prevents a visual jitter effect from sprites that aren't moving, but use the "fall" command in a water sector (zombie actors, pickups, etc).

Build 10343

9 Aug 2023 · 5 commits · 3 authors GIT
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  • Fix pathsearchmode when using a .def which loads a GRP

    Dino Bollinger a55491e written 4 Aug 2023 FixEngine
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    Same fix as applied for Mapster32 in c7aa59b001

  • Remove "pathsearchmode" backup from menuselect()

    Dino Bollinger 8d4df72 written 4 Aug 2023 Engine
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    Hitting CTRL+F in Mapster32's map load menu, then exiting it with ESC would result in the next menu opening at the filesystem's root path, and not in the previously open folder.

Open the build to see all 5 commits