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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October 2025 3 builds · 5 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.

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Build 10636

14 Oct 2025 · 6 commits · 1 author GIT
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  • SW

    Fixed player movement prediction, now actually based on predicted angle

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

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

    NY00123 8c88202 written 13 Oct 2025 Fix
  • SW

    Fix multiplayer sync errors with the weapon auto-switching toggle

    NY00123 2969374 written 12 Oct 2025 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.

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March 2024 1 build · 1 commit

July 2023 1 build · 1 commit

April 2022 1 build · 1 commit

January 2022 1 build · 1 commit

September 2021 1 build · 1 commit

March 2021 1 build · 2 commits

August 2020 1 build · 1 commit

July 2020 1 build · 1 commit

June 2020 1 build · 2 commits

Build 9083

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

    Fix a possible jitter upon changing the player's action

    NY00123 23173ae written 5 Jun 2020 Fix
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    (e.g., beginning to jump, or landing on ground); Reproduced with the input being tied to framerate while SO interpolation is toggled on. This involves the following modifications: - PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set from various DoPlayerBegin* functions, allowing the player to continue turning/aiming as usual (right before the next call to domovethings), even in specific instances of player action changes. - If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and after calling pp->DoPlayerAction from domovethings altogether, ensure that the player's oq16ang/oq16horiz is updated by making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed. This change is not applied for a dead player, though.

  • 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 · 10 commits

Build 9028

22 May 2020 · 14 commits · 2 authors GIT
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  • 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

    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

    Call FunctionKeys from getinput only if the latter is called

    NY00123 bb3ead1 written 1 May 2020 Fix
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    from faketimerhandler. This should fix the timing of playing an RTS file's sound and sending the corresponding message.

  • SW

    Fix aiming in coop view

    NY00123 5e14c8f written 1 May 2020 Fix
  • General

    sw/src/network.cpp: Fix waitforeverybody in Master/Slave

    NY00123 dbf1e37 written 19 Apr 2020 Fix
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    modes. This uses SVN r1135 and r1143 as a reference.

  • General

    sw/src/network.cpp: Fix sending of messages in Master/Slave.

    NY00123 6f4e768 written 18 Apr 2020 Fix
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    Thanks Dynamo for spotting the bug.

  • SW

    Migrate the player's RevolveAng field to Q16.16 format.

    NY00123 30eb858 written 17 Apr 2020 Fix
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    This fixes truncations of q16ang in MovePlayer. One known fixed issue is a minor micro-shaking effect, reproduced while standing on a non-moving SO (e.g., the bus in level 1). The latter is also related to the use of camq16ang. Based in idea on patch from mjr4077au.

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April 2020 3 builds · 14 commits

Build 8863

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

    Use pragma pack in sw/src/network.h instead of the locally defined

    NY00123 cca9170 14 Apr, 22:59 Fix
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    PACKED macro. This is more consistent with the current Duke3D codebase, and further fixes build with older versions of MinGW GCC, in which attribute packed is broken without specifying -mno-ms-bitfields.

  • General

    Fix usage of possibly wrong address in sw/src/player.cpp:DoPlayerHorizon

    NY00123 e572a42 14 Apr, 21:09 Fix
  • 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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Build 8846

12 Apr 2020 · 30 commits · 2 authors GIT
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  • General

    Revert SVN commit 8677; It wasn't sufficient in case

    NY00123 1972c16 written 5 Apr 2020 Fix
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    one of the players toggled mouse aiming in the middle of a game, and it worked even worse in Master/Slave mode. Additionally, tying input to frame rate made the problem disappear.

  • SW

    We can revert the change of siang to q16 now

    NY00123 a84d000 written 4 Apr 2020 Fix
  • SW

    Revert commented out horiz->q16horiz renames in DSPRINTF strings

    NY00123 c2f620a written 4 Apr 2020 Fix
  • SW

    Fix typo in DoPlayerTeleportToSprite, following the migration to q16 angles

    NY00123 5b3467a written 4 Apr 2020 Fix
  • General

    Fix multiplayer desync after the change to q16 angle and horiz.

    NY00123 6edb206 written 3 Apr 2020 Fix
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    Note that this includes non-portable unaligned accesses, but this already applies to surrounding code. Just add comments for now.

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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
  • General

    Add a workaround for possible rounding errors in calculations of

    NY00123 r8796 4 Apr, 12:41 Fix
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    sintable and radarang. sintable[512] was different in a 32-bit build.

March 2020 8 builds · 16 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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