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 8 builds · 16 commits

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January 2023 1 build · 1 commit

Build 10167

23 Jan 2023 · 1 commit · 1 author GIT
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  • General

    - Duke3D: Ensure player maintains velocity when going through a portal.

    Mitchell Richters 1a90b98 written 7 Oct 2022
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    * The current setup that's been long-standing has the player come to a complete stand-still for one tic while transiting through a portal. * By saving off the velocity difference between the player's pos/opos, we can re-apply that to opos to make the portal transition truly seamless.

August 2020 1 build · 1 commit

Build 9214

10 Aug 2020 · 6 commits · 2 authors GIT
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  • General

    ALSA MIDI: Improve implementation as per discussions in terminx/eduke32!16.

    Mitchell Richters b1cfcd4 written 20 Jun 2020
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    * Don't call ALSADrv_MIDI_ListPorts() from driver_alsa.cpp. There is no need to do this as ALSADrv_MIDI_Init() just connects to the client and port specified and succeeds or fails accordingly. * Remove nullDevice vector from driver_alsa.cpp. Calculate whether returned vector from ALSADrv_MIDI_ListPorts() is null or not within game's menu and handle accordingly. * Remove static declaration of validDevices from driver_alsa.cpp. Vector is of no use inside of driver_alsa.cpp and is only required game-side. * Return declaration of devices found back to ALSADrv_MIDI_ListPorts() and return whether it's empty or not. * Declare alsadevices as an empty non-constant in menus.cpp, then populate from Menu_RefreshSoundProperties() in menus.cpp. This allows us to fill alsadevices with an empty vector if no devices found and allows a user to plug new MIDI devices in and have the game find them without restarting the game.

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May 2020 4 builds · 5 commits

April 2020 2 builds · 9 commits

Build 8850

13 Apr 2020 · 4 commits · 2 authors GIT
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  • General

    build/src/sdlayer.cpp: Add new CVAR r_glfinish to make 'glFinish()' optional.

    Mitchell Richters e15e2ef 13 Apr, 18:16 Engine
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    - Issues requiring glFinish() aren't really apparent on Linux, therefore not needed. - Running glFinish() can have an detrimental impact of Polymer users depending on whether they use the HRP or not.

  • General

    build/src/sdlayer.cpp: Add new CVAR r_finishbeforeswap.

    Mitchell Richters c92fe8f written 9 Apr 2020
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    - glFinish() after swapping stabilises stuttering issues and has minimum performance impact. - glFinish() before swapping stabilises should be better but sometimes isn't, and is needed for KMT not to tear. Offer as an option.

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Build 8846

12 Apr 2020 · 30 commits · 2 authors GIT
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