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 28 builds · 40 commits

Build 9156

17 Jun 2020 · 6 commits · 2 authors GIT
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  • Sounds resume playback after demo pause is turned off.

    Dino Bollinger 40ed13a written 15 Jun 2020 Fix
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    Also fixed an edge case.

  • Fix sound disabling when rewinding and fast forwarding in a demo.

    Dino Bollinger c28adba written 15 Jun 2020 Fix
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    I assume that the sound toggling was originally done for helix' old profiling system built into the demo playback. Fixes terminx/eduke32#84.

  • Re-enable exiting main menu while demo is playing.

    Dino Bollinger 4fc0c6f written 15 Jun 2020 Fix
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  • reset menu transition animation when totalclock is reset by a demo

    Dino Bollinger 449605e written 15 Jun 2020 Fix
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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 9125

8 Jun 2020 · 1 commit · 1 author GIT
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  • fix issue with player movement not being locked when crushing shrunken enemies

    TerminX 7ac897a 8 Jun, 09:39 Fix
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    Fixes terminx/eduke32#59.

Build 9124

7 Jun 2020 · 1 commit · 1 author GIT
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  • fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled

    TerminX 15c084b 7 Jun, 12:15 Fix
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    Fixes #56.

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
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Build 9083

6 Jun 2020 · 7 commits · 2 authors GIT
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  • Fix error: 'filelength' was not declared in this scope

    Hendricks266 82b94a7 6 Jun, 16:29 Fix
  • 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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