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 · 21 commits

Build 10651

23 Oct 2025 · 13 commits · 1 author GIT
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  • SW

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

    NY00123 bf58c7b written 21 Oct 2025 Fix
  • SW

    Comment out definition and declaration of unused function _ErrMsg

    NY00123 8e1972a written 21 Oct 2025
  • SW

    Use TerminateWithMsg in _Assert

    NY00123 95ef384 written 21 Oct 2025
  • SW

    Use TerminateWithMsg in JS_DrawMirrors

    NY00123 26cfce5 written 20 Oct 2025
  • SW

    Use TerminateWithMsg in JS_PlockError as well

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

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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.

Build 10636

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

    Improve prediction of interpolated bob_z value

    NY00123 fdbcb0b 14 Oct, 21:39
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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 Fix
  • SW

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

    NY00123 8c88202 written 13 Oct 2025 Fix
  • SW

    Simplify HandleWeaponAutoSwitch usage to go through the DamageData array

    NY00123 1ca030f written 12 Oct 2025
  • 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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