August 2026
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Add warning about zero-length files crashing original EXEs
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General
Revert "engine: lower Polymost SCISDIST to 0.1f"
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- Reverts
- c07a22e — engine: lower Polymost SCISDIST to 0.1f (Build 10514)
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General
Fix MSVC build failure
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- Follow-up to
- c611a02 — compat.h: Rearrange `HAVE_CXX11_HEADERS` (Build 10664)
February 2026
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Avoid crash when given an OOB voxel ID
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General
libtess2.h: Fix warning: variable 'faceVerts' set but not used [-Wunused-but-set-variable]
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Fix warning: variable 'y2b' set but not used [-Wunused-but-set-variable]
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Fix warning: 'register' storage class specifier is deprecated and incompatible with C++17 [-Wdeprecated-register]
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Fix warning: format string is not a string literal (potentially insecure) [-Wformat-security]
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- Follow-up to
- 954e9b1 — SW: Add template function TerminateWithMsg and wrapper TerminateWithSimpleMsg (Build 10651)
November 2025
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fix adlib additive mode
October 2025
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Fix null pointer dereferences in case of showing inventory bar right before player kill
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Increase mmulti.cpp's MAXPAKSIZE (size of pakbuf in bytes) to 2048.
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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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Fixed player movement prediction, now actually based on predicted angle
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Fix switch to double Uzi for multiplayer games upon pick-up of second Uzi
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Fix multiplayer sync errors with the weapon auto-switching toggle
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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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Fix voxels introducing glitched sprites in ROR sectors
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- Follow-up to
- 6e6b82d — Use a tspr->clipdist bit to specify legacy voxels instead of tspr->cstat 48 (Build 10380)
August 2025
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General
Fix bug with unit art loading
July 2025
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fix timing issue in input code after rate is changed
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Fix lighting preview when multiple SEs are in a sector
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Adds a failsafe for when multiple SE12, SE3 or SE4 are in a single sector by only accounting for the first one (Lowest sprite #ID) This prevents the lighting preview from causing permanent shade changes to a map as it can only store the original map state for one SE sprite per sector.
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Add EVENT_OPERATEACTIVATORS
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EVENT_OPERATEACTIVATORS is run against each STAT_ACTIVATOR with a matching lotag when a typical Duke3D button/touchplate is triggered. Current sprite will be stored in THISACTOR and setting RETURN -1 will skip the normal processing of any remaining activator logic. This does not work with Masterswitches as they use a completely different logic instead.
- Fixes
- terminx/eduke32#323
June 2025
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Fix selection bug affecting sector pal
April 2025
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General
Fix `includeoptional` in Mapster32's sound parser
March 2025
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fix voxel shading in polymost
December 2024
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Ignore invalid wchoice values
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Avoids `-usecwd` clobbering them.
- Fixes
- terminx/eduke32#293
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Failed tripbomb placements no longer consume ammo (accurate to Duke 1.5)
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- Fixes
- terminx/eduke32#316
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Add `classic` subdirectory to search path when Redux is detected
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SWCR v1.1.9 edits SW.GRP to incorrectly address the issue of invisible Bouncing Betty mines. Fortunately, the copy in the DOSBox installation is unmodified. The true cause of the problem is in the code and VoidSW already fixes it. See-also: e0b7c69d39816718acd54029e7309b4921937b9a See-also: 5d02c8bd5fb4e0c897128cb868472c7e2c34bd2d
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General
Fix bug in game data scanning when an add-on is found without its parent
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This bug can result in a crash, or in an add-on not being removed from the list when it should be.
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fix RELEASE=0 build with GCC 14.x
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General
Explicitly disable SSSE3 when optimizing for x86_64
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Followup to 992ea9953a5bb04b625b7c93cd267e07518c1f25
- Fixes
- terminx/eduke32#314
- Fixes
- nukeykt/NBlood#865
July 2024
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General
Fix rumble detection
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- Co-authored by
- Evan Ramos
June 2024
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fix a bunch of improperly written checks for sprites that have been deleted or wound up outside of playable space
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- Fixes
- terminx/eduke32#307
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Implement ifmatch subtoken for voxel token
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Note that due to the nature of the voxel token, this subtoken must appear *before* any tile subtokens in order to take effect.
- Fixes
- terminx/eduke32#305
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Fix GRP checksumming log messages
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Fix `-s` command line parameter with values >= 5 when valid
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- Fixes
- terminx/eduke32#306
May 2024
March 2024
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Fix playback volumes of "Duke-Tag!" announcement sounds
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The modified code has an unconditional call to S_PlaySound from S_PlaySound3D with no check of the flag SF_GLOBAL. This is also done with a higher priority than Duke Talk sounds now, which should similarly match DOS v1.5.
- Fixes
- terminx/eduke32#263
- Co-authored by
- Evan Ramos
February 2024
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General
Fix RENDERTYPE=WIN build
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Fix build
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December 2023
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fix screentext problem introduced in 5997fee3c6b9c2bda5aa31e8a80782f3901c4be1 by folding the relevant change into the new screentext flag introduced in 03a39f4d64a9131138eeecab08003d5c6b67da1c
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fix OOB memory access when saving
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General
Revert "loguru: Fix possibly lossy truncation from uint64_t/long to unsigned"
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This reverts commit 6badacb4864961f3019143e1e4df1d04da37d8c4. Fails to compile on GCC 9.3.0 as found in the Steam Runtime build environment.
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fix stupid CON_QSPRINTF bug
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add failed allocation size to out of memory error just to get an idea of what's going wrong when they occur in release builds
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fix screentext issue where characters with missing tiles would end up null and signify the end of the string
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fix compile warnings
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Fix renderer menu option hiding logic
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Prevents duplicate entries from appearing, which then crash when changed.
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General
compat.h: Remove macOS cctype shims
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Fixes build on macOS 14.
- Fixes
- terminx/eduke32#286
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Fix sloped sprite shading preview in editor
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Fix sloped sprites to once again take on ceiling/floor shade