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 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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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
  • General

    Revert "Duke3d: throw S_Update() back into the main loop to prevent audio popping"

    TerminX 4e481d1 written 2 Jun 2020 Fix
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    Reverts
    0a877c0 — Duke3d: throw S_Update() back into the main loop to prevent audio popping (Build 9040)
  • 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 9064

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

    Prevent tripbombs from being placed at extreme distances.

    Dino Bollinger 067206e 4 Jun, 09:32 Fix
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    Technically, an overflow is still possible, but with unsigned integers it is highly unlikely to satisfy (sum_squares < 290*290) in practice.

Build 9063

2 Jun 2020 · 4 commits · 2 authors GIT
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  • General

    Clear mouse wheel input when tile selection cannot be moved.

    Dino Bollinger d498eaa 2 Jun, 22:24 Fix
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    Fixes #55.

  • General

    Fix previousboardfilename not being updated on newgame or level transition.

    Dino Bollinger 9685735 2 Jun, 22:21 Fix
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    Prevents per-map art from disappearing on savegame load. Fixes #46.

  • General

    Fix sounds reactivating during pause when menu is closed.

    Dino Bollinger a02c8a8 2 Jun, 22:15 Fix
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    Fixes #43.

  • 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 e11ae4f 2 Jun, 18:18 FixEngine

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

May 2020 12 builds · 35 commits

Build 9040

25 May 2020 · 12 commits · 1 author GIT
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  • General

    Bump libxmp-lite back to version 4.5.0

    TerminX fb80731 25 May, 04:46 Fix
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    Reverts
    8914e7b — Revert "Update libxmp-lite" (Build 8928)
  • less nasty looking MV_Voices[] allocation

    TerminX 6e54cbb written 20 May 2020 Fix
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    This removes the +2 bytes at the end of the allocation--I checked out the valgrind_errors.log referenced by the deleted comment and it looks like the issue fixed by 2e2e0e3af3378734c4f0b890c6b4d10253628416. This is the commit to revert if weird audio crashes start happening.

  • 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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  • Fix breaking glass

    Hendricks266 02eff8c 22 May, 16:04 Fix
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  • 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

    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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Build 9003

20 May 2020 · 48 commits · 3 authors GIT
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  • SW

    Fix warning: function 'MNU_ClearFlags' is not needed and will not be emitted [-Wunneeded-internal-declaration]

    Hendricks266 f8286c7 written 17 May 2020 Fix
  • SW

    Fix music volume slider

    Hendricks266 0e93318 written 18 Feb 2020 Fix
  • SW

    Call FunctionKeys from getinput only if the latter is called

    NY00123 bb3ead1 written 1 May 2020 Fix
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    from faketimerhandler. This should fix the timing of playing an RTS file's sound and sending the corresponding message.

  • SW

    Fix aiming in coop view

    NY00123 5e14c8f written 1 May 2020 Fix
  • General

    sw/src/network.cpp: Fix waitforeverybody in Master/Slave

    NY00123 dbf1e37 written 19 Apr 2020 Fix
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    modes. This uses SVN r1135 and r1143 as a reference.

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