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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February 2022 1 build · 1 commit

January 2022 1 build · 1 commit

December 2021 5 builds · 5 commits

Build 9881

23 Dec 2021 · 1 commit · 1 author GIT
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  • Fix an error with the bonus tile, and extend EVENT_GETBONUSTILE

    Dino Bollinger 7c0a304 23 Dec, 09:39 FixCON
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    Within EVENT_GETBONUSTILE, you can now set ud.return[0] to ud.return[4] to change each frame of the bonus screen animation separately.

Build 9880

22 Dec 2021 · 1 commit · 1 author GIT
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  • Add event EVENT_GETBONUSTILE to change bonus screen pic

    Dino Bollinger c1d069e written 20 Nov 2021 CON
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    The RETURN value will be set to the current base bonusscreen tile, and changing it will change the tiles displayed in the bonusscreen.

Build 9841

10 Dec 2021 · 1 commit · 1 author GIT
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  • Only attempt to switch subweapon if we actually have the weapon

    Dino Bollinger a6dfd93 written 9 Dec 2021 FixCON
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    This fixes a bug in World Tour where trying to switch to the flamethrower while the current weapon is the freezer, and you have flamethrower ammo but not the actual weapon itself, then this instead locks the weapon key, preventing you from switching back to the freezer from other weapons. This bug also affected the Shrinker, but only if CON code changes the 'gotweapon 11' value to 0 after the player obtains the weapon.

Build 9839

8 Dec 2021 · 7 commits · 2 authors GIT
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  • Reset all actor vars in prelevel() regardless of the sprite's statnum

    Dino Bollinger 452f818 8 Dec, 10:02 EngineCON
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    Previously, only sprites with statnum 0 would have their per-actor variables reset to the default on map load. This meant that sprites with statnums that were pre-defined in the map would inherit the actor var values of the sprites with corresponding spriteNums from the previous map. Additionally, the per-actor var reset is now performed before EVENT_PRELEVEL, meaning that any changes to actorvar that occur in this event will now persist. Previously, altering actor vars for sprites with statnum 0 in this event would not have any effect, as they would be reset to their defaults afterwards.

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Build 9830

1 Dec 2021 · 2 commits · 1 author GIT
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  • Add sanity checking to CON decimals, hex constants and labels

    Dino Bollinger f33c7ce 1 Dec, 14:55 CON
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    * Scripts no longer compile if a hex constant is malformed (e.g. 0x, 0xz) * Compiler will now warn if a decimal or hex constant isn't terminated in a sane manner. (example: digit is followed by letters: "100ab") * Compiler will now warn if a label starts with digits. This is done to prevent ambiguity between integer constants and actual labels.

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November 2021 3 builds · 3 commits

Build 9828

28 Nov 2021 · 10 commits · 2 authors GIT
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  • WIP controller force feedback (rumble) support

    TerminX 38eba41 written 24 Nov 2021 CON
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    Currently hard-coded with no real customization; algorithm and range of values will certainly change but the current implementation attempts to automatically discern appropriate force feedback values based on the potential damage inflicted by projectiles the player fires, events occurring in the map such as explosions and earthquakes, and on the damage the player receives. A future commit will likely contain a way to send the force feedback impulses from CON.

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Build 9750

1 Nov 2021 · 2 commits · 1 author GIT
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  • Add the CON commands `getngcflags` and `setngcflags`

    Dino Bollinger e3df820 written 18 Sep 2021 CON
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    Usage: ``` getngcflags <var> <idx1> [<idx2>...] setngcflags <const/var> <idx1> [<idx2>...] ``` Gets/sets the flags for the newgamechoices entries at the specified indices. The index list is variable-sized, up to a maximum of 3. This can be used to enable/disable the MEF_Hidden and MEF_Locked state. Supersedes the userdef struct members: `m_newgamecustomopen` and `m_newgamecustomsubopen`.

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October 2021 4 builds · 7 commits

September 2021 1 build · 1 commit

Build 9607

27 Sep 2021 · 1 commit · 1 author GIT
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  • Add events EVENT_PREUPDATEANGLES and EVENT_POSTUPDATEANGLES

    Dino Bollinger 9741acb written 22 Aug 2021 CON
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    These events trigger once every frame and provide access to the input struct value updates of each frame. This makes it possible to alter input.q16avel and input.q16horz again, even with smooth mouse aiming. Addresses terminx/eduke32#132

August 2021 2 builds · 2 commits

Build 9573

22 Aug 2021 · 3 commits · 1 author GIT
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  • Improve the CON_ADDLOGVAR command

    Dino Bollinger c624dd6 written 16 Aug 2021 CON
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    Changes: - Passing struct members and player vars as argument now works. - If struct members are accessed without specifying the index, the command will display which index was used by the CON VM. - Enable use of constant values for array indexing in addlogvar - Enable logging of integer constants with addlogvar - General refactoring and code improvement.

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June 2021 4 builds · 9 commits

Build 9441

28 Jun 2021 · 46 commits · 1 author GIT
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  • break from CON while loops on VM_RETURN

    TerminX d3746e9 written 27 Jun 2021 FixCON
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    This should fix terminx/eduke32#16

  • CON control over player height and other properties

    TerminX e8470bd written 25 Apr 2021 CON
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    You're gonna have to talk to me or read the source for full details on usage, sorry. These are also all still liable to change in future builds, either in name or in functionality.

  • per-player gravity control through .gravity member of player struct

    TerminX 4fdd8dc written 22 Apr 2021 CON
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    The default value is 256 (GRAVITATIONALCONSTANT value from USER.CON + 80).

  • fix incorrect sound_t struct member type

    TerminX 93e249f written 15 Jun 2021 FixCON
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    This didn't really affect anything because this functionality isn't exposed to CON yet.

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Build 9391

8 Jun 2021 · 9 commits · 1 author GIT
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  • remove STATIC prefix from the CON dynamic label preprocessor definitions because it's ugly

    TerminX 97620ff written 28 Apr 2021 CON
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    This also adds bounds checking to the DYNAMICSOUNDMAP and DYNAMICTILEMAP macros, and reduces the size of the corresponding arrays to something more reasonable.

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