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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June 2020 18 builds · 32 commits

Build 9128

8 Jun 2020 · 2 commits · 2 authors GIT
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  • General

    Fix 3D model animation depending on the number of sprites present on the map.

    Dino Bollinger 4627e16 8 Jun, 12:47 FixEngine
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    Fixes terminx/eduke32#64.

  • fix regression with the Devastator's ability to damage sprites in sectors other than the sector the rocket hit

    TerminX 0585b82 8 Jun, 12:38 FixEngine
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    Fixes terminx/eduke32#62.

Build 9126

8 Jun 2020 · 1 commit · 1 author GIT
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  • fix jittery view on moving sectors

    TerminX 6a78dde 8 Jun, 12:21 FixEngine
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    This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60.

Build 9122

6 Jun 2020 · 5 commits · 1 author GIT
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  • add error checking to and slightly clean up engineLoadBoardV5V6()

    TerminX 3d3db3d 6 Jun, 13:34 Engine
  • add error checking to engineLoadBoard()

    TerminX 2a0bb5f 6 Jun, 13:33 Engine
  • potentially improve dealing with corrupt .md2/.md3 models

    TerminX 520a927 6 Jun, 11:17 FixEngine
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    I didn't test any actual corrupt models, just noticed the lack of any error checking when looking at something else.

  • use kread_and_test() instead of regular kread() where appropriate

    TerminX 7f741c2 6 Jun, 11:18 Engine
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Build 9117

6 Jun 2020 · 34 commits · 2 authors GIT
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  • General

    Merge branch 'goodbye_lunatic' into 'master'

    TerminX ab90c72 6 Jun, 17:06 FixEngineCON
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    Remove Lunatic-related code This removes almost anything related to Lunatic, not just LunaCON. It may remove a bit more than desired, e.g., functions that can be used as possible hooks (I believe that this was one purpose of LUNATIC_EXTERN, now replaced with static anywhere). Some bits like the optional fix for software rendering of walls with non-POT tile heights remain, albeit they're still compile-time disabled. As previously written, I still know that Philipp Kutin was spending a lot of time on this.

    Merge request
    terminx/eduke32!13
  • 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
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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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Build 9070

5 Jun 2020 · 6 commits · 1 author GIT
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  • fix winlayer wm_setapptitle() to deal with being passed a pointer to apptitle[]

    TerminX 2117042 5 Jun, 05:55 FixEngine
  • move swallf[] and lookups[] allocation to videoAllocateBuffers()

    TerminX 659537d written 3 Jun 2020 Engine
  • change calcFrameDelay() to no longer reduce the frame limit by 1 fps per 60Hz of refresh rate with r_maxfps -1

    TerminX c7c88db written 2 Jun 2020 FixEngine
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    This worked fine with G-SYNC displays, but I guess it sucked for regular 60Hz setups for some people. This should be tested for regressions...

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Build 9059

2 Jun 2020 · 1 commit · 1 author GIT
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  • General

    Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.

    Jordon Moss b6d9751 written 1 Jun 2020 FixEngine

Build 9058

1 Jun 2020 · 5 commits · 1 author GIT
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  • optimize A_RadiusDamage()

    TerminX 56a6ba6 written 30 May 2020 Engine
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    This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.

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May 2020 10 builds · 35 commits

Build 9053

28 May 2020 · 4 commits · 1 author GIT
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  • improve nextsectorneighborz() return value checks

    TerminX 0224524 written 25 May 2020 Engine
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    Improves the messages printed to console when bailing out of sector effect processing due to nextsectorneighborz() returning -1. This also adds such a check to ST_21_FLOOR_DOOR, which was missing it entirely. (!!)

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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 9040

25 May 2020 · 12 commits · 1 author GIT
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  • use an additional bitmap in clipupdatesector() to mark which sectors have been checked with inside()

    TerminX 453f774 written 23 May 2020 Engine
  • disable annoying clipupdatesector() console warning in release builds

    TerminX 4bb2678 written 23 May 2020 Engine
  • make a few things in clipmove() const that I must have missed the last time I worked on it

    TerminX 23b0d6b written 23 May 2020 Engine
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    Not a particularly exciting set of changes.

  • better handle the GL driver enforcing a particular SwapInterval

    TerminX bb8db7d written 23 May 2020 Engine
  • fix poorly written time comparison in vsync handling

    TerminX 1c7b657 written 20 May 2020 FixEngine
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    This only affected KMT mode, and only on certain system configurations.

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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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