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 15 builds · 43 commits

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October 2025 1 build · 2 commits

Build 10638

16 Oct 2025 · 2 commits · 1 author GIT
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  • Increase mmulti.cpp's MAXPAKSIZE (size of pakbuf in bytes) to 2048.

    NY00123 227c11d written 10 Oct 2025 FixEngine
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    This appeared to fix a long-standing issue, where a relatively high ping between two players (say, about 750ms) could start increasing over time due to accumulated messages not being sent sufficiently fast.

  • Log a warning from mmulti.cpp:dosendpackets in case output pakbuf lacks space for all data.

    NY00123 d023544 written 10 Oct 2025 Engine
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    Do so with a given threshold, i.e., turn off the warning until there are 16 consecutive calls to dosendpackets in which pakbuf has enough space for all data to send.

July 2023 1 build · 1 commit

October 2022 1 build · 1 commit

April 2022 1 build · 1 commit

September 2021 1 build · 3 commits

Build 9603

10 Sep 2021 · 5 commits · 1 author GIT
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  • General

    Ken-Build, Duke3D, SW, mmulti: Replace rand with wrand almost everywhere.

    NY00123 e846be2 written 30 Aug 2021 Engine
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    Outside of 3rd party libraries, remaining uses are the Polymer-specific macro LIGHTRAD2 within Duke3D, system_15bit_rand and vox2poly. Also use WRANDOM_MAX in SW.

  • Add wrand, intended to mimic the behaviors of Watcom C 10.0's rand.

    NY00123 fbf1c84 written 30 Aug 2021 Engine
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    Also add WRANDOM_MAX. This will be used in SW, preventing possible freezes.

  • Split krand definitions from build.h to a new header, random.h

    NY00123 c22bf0e written 30 Aug 2021 Engine
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June 2020 2 builds · 6 commits

Build 9117

6 Jun 2020 · 34 commits · 2 authors GIT
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  • Remove lunatic.h and lunatic.cpp

    NY00123 c9648f8 written 17 May 2020 Engine
  • Let's not define CLASSIC_NONPOW2_YSIZE_WALLS for now, regardless

    NY00123 7266cea written 17 May 2020 Engine
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    of LUNATIC, but keep the code, since it may become useful in the future.

  • Remove a few more LUNATIC-specific definitions

    NY00123 47f07f5 written 17 May 2020 Engine
  • Adjust krand for removal of LUNATIC

    NY00123 17f1393 written 17 May 2020 Engine
  • Remove the LUNATIC-specific definitions

    NY00123 dd26d46 written 17 May 2020 Engine
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    of engine_main_arrays_are_static, engine_v8 and Mulscale.

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Build 9083

6 Jun 2020 · 7 commits · 2 authors GIT
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  • SW

    This should hopefully be a better way of fixing the lack of

    NY00123 5b33797 written 27 May 2020 FixEngine
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    interpolation of player turning/aiming/movement, while being carried by a sector object, without SO interpolation. This is a continuation of 73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1, aiming to fix a jitter in case the player is continuously getting pushed by a wall (e.g., on the boat in level 5). Basically, this moves the relevant assignments from track.cpp:MovePlayer and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these functions has been missed, pushwall and clipmove can be called from player.cpp in the following instances, which should be covered: - Via DoPlayerMove, which is the function getting the fix now. - Via DoPlayerSlide, which is called in the beginning of DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade, followed by DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerDive, followed by DoPlayerMove if the player doesn't stop diving.

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May 2020 3 builds · 20 commits

Build 9048

26 May 2020 · 7 commits · 1 author GIT
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  • General

    SW - interpso.cpp: Imperfect hack for jittery coolies in level 1's train

    NY00123 88dc223 26 May, 22:09 Engine
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    (with SO interpolation turned on). It would be nicer to have something better structured than the given hack, but this currently seems to work, while not breaking the sprites on the boat in the beginning of level 5.

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Build 9028

22 May 2020 · 14 commits · 2 authors GIT
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  • General

    sw/src/demo.cpp:DemoPlayBack: Add a call to timerUpdateClock, which

    NY00123 9a9418b 22 May, 17:36 Engine
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    is now required. Previously, it would be called from faketimerhandler, which in turn is called from the engine.

  • General

    sw/src/copysect.cpp: Temporarily disable interpolation of sector object

    NY00123 07eba99 22 May, 14:11 FixEngine
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    if any of its sectors is impacted by CopySectorWalls. Fixes a possible flicker with the drill at the end of level 2.

  • SW

    Don't interpolate a sector object if the corresponding lasttic value is 0

    NY00123 3da461b 22 May, 14:07 Engine
  • SW

    While not exactly a favorite of mine, this fixes the floorz updates

    NY00123 0f0cc93 written 21 May 2020 FixEngine
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    of the secret rotating pillar in level 1 with SO interpolation. The drill in level 2 is also covered. So far, SetVatorActive seems to be the only place where interpolation of ceiling/floorz may be set, outside of the SO interpolation code.

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Build 9003

20 May 2020 · 48 commits · 3 authors GIT
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  • SW

    Don't interpolate a non-remote sector object controlled

    NY00123 00ed85d written 1 May 2020 Engine
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    by the player. Make sure looking up/down is still smooth.

  • SW

    Disable interpolation of sector objects that

    NY00123 5ea24e8 written 1 May 2020 Engine
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    don't move as smooth as possible in multiplayer

  • General

    Store sector object interpolation data in saved game

    NY00123 cac1045 written 1 May 2020 Engine
  • General

    Remove the preceding sprite interpolation functions, not needed anymore

    NY00123 8a4c9ba written 1 May 2020 Engine
  • General

    Add Sector Object interpolation menu toggle; Still having no impact.

    NY00123 b7dbf62 written 1 May 2020 Engine
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April 2020 1 build · 2 commits

Build 8863

14 Apr 2020 · 13 commits · 1 author GIT
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  • SW

    Interpolate sector objects in non-demo, single player games.

    NY00123 6bf8d9c 14 Apr, 18:17 Engine
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    Let's see if this is breaking anything.

  • General

    Interpolation fixes for SW:

    NY00123 73a0aa3 written 13 Apr 2020 FixEngine
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    draw.cpp: Fix the lack of interpolation while walking on a sector object, like the bus roof or the floor of the train in Seppuku Station. track.cpp: Make sure the player's location and angle aren't mistakenly interpolated while standing on a moving sector object as a consequence.

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March 2020 3 builds · 6 commits

Build 8781

21 Mar 2020 · 3 commits · 1 author SVN
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  • SW

    Revert the automapping changes from r5207. Using engine-side code

    NY00123 r8781 21 Mar, 14:52 FixEngine
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    brought back in r7873, this should restore the behaviors of DOS v1.2.

  • General

    Add set of polymost2d to 0 which was missed in r8711 to resizeglcheck.

    NY00123 r8780 21 Mar, 14:52 FixEngine
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    Fixes tiled automap rendering in SW, without breaking the status bar as in the case of r8766.

  • General

    Revert the change of call to FAF_DrawRooms into a conditional one,

    NY00123 r8779 21 Mar, 14:51 FixEngine
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    as done in r8766, since this breaks status bar output in tiled overhead map with Polymost. Do add comment about this for now.

Build 8768

18 Mar 2020 · 3 commits · 1 author SVN
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  • General

    Expand Nuke.YKT's patch from SVN r7414 to cover all 32-bit platforms.

    NY00123 r8768 18 Mar, 12:49 FixEngine
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    Fixes non-deterministic white rectangles rendering bug in PCExhumed.

  • General

    sw/src/draw.cpp: Don't draw rooms if textured overhead map is drawn

    NY00123 r8766 18 Mar, 12:49 FixEngine
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    later. This also turns out to fix a Polymost-specific bug revealed in SVN r8711. Further remove a call to PicInView which does nothing.

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October 2019 1 build · 1 commit

Build 8134

19 Oct 2019 · 1 commit · 1 author SVN
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  • General

    startgtk.game.cpp edits:

    NY00123 r8134 19 Oct, 00:28 FixEngine
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    1. Fix USE_OPENGL=0 builds. 2. Don't ignore the user's choice of BPP. 3. If eduke32.cfg has Polymer set to 1 and ScreenBPP set to 8 (e.g., the user changed from Polymer to Classic), don't tick Polymer and don't select an OpenGL mode.