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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August 2019 40 builds · 60 commits

Build 7990

13 Aug 2019 · 13 commits · 1 author SVN
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  • General

    Fix grpinfo reading in Mapster32

    Hendricks266 r7990 13 Aug, 20:04 FixEngine
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    Thanks to Doom64hunter.

  • General

    Fix gamepad analogs not working in menus when in game

    Hendricks266 r7987 13 Aug, 20:04 Fix
  • Fix the names of the Sound and Music Volume options

    Hendricks266 r7983 13 Aug, 20:03 Fix
  • General

    Fix analog turning rate being half of what it should be

    Hendricks266 r7979 13 Aug, 20:03 Fix
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Build 7947

11 Aug 2019 · 1 commit · 1 author SVN
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  • General

    Fix how analog axis values are used by the game code, part 2: aiming.

    Hendricks266 r7947 11 Aug, 13:52 Fix
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    Mouse movement is no longer funneled through analog axis handling.

Build 7946

10 Aug 2019 · 5 commits · 1 author SVN
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  • General

    Fix how analog axis values are used by the game code, part 1: movement.

    Hendricks266 r7946 10 Aug, 16:29 Fix
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    Turning and looking will require me to disentangle CONTROL_GetMouseDelta from the rest of CONTROL_PollDevices.

  • General

    Fix mouse and joystick menu slider scales

    Hendricks266 r7945 10 Aug, 16:29 Fix
  • General

    Fix bugs with unbound mouse and joystick controls not saving properly.

    Hendricks266 r7943 10 Aug, 16:29 Fix
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Build 7937

9 Aug 2019 · 7 commits · 1 author SVN
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  • General

    Run savegame events as myconnectindex instead of screenpeek

    TerminX r7934 9 Aug, 02:28 Fix
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    This doesn't really matter right now, but it's wrong.

  • General

    Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove

    TerminX r7932 9 Aug, 02:28 FixEngine
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    The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally.

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Build 7929

8 Aug 2019 · 1 commit · 1 author SVN
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  • General

    Fix issue with indexed colour textures where in the case that tiles entered the texcache while !waloff[picnum] & were later (re)loaded, the earlier pth pointing to the tilesheet containing the blank tile would never be properly replaced with an updated gl texture.

    pogokeen r7929 8 Aug, 16:00 Fix

Build 7893

7 Aug 2019 · 1 commit · 1 author SVN
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  • General

    gameexec.cpp: allow G_ShowView() to execute regardless of the state of g_screenCapture.

    pogokeen r7893 7 Aug, 09:46 FixEngine
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    This fixes skyboxes not rendering in TILE_SAVESHOT.

Build 7892

7 Aug 2019 · 3 commits · 1 author SVN
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  • General

    tiles.cpp: backup & restore picsiz, walock, & waloff alongside other per tile arrays in artClearMapArt() and artSetupMapArt()

    pogokeen r7892 7 Aug, 09:19 Fix
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    This fixes an issue with viewscreens as tiles that are setup game-side after a map is loaded could have their sizes reset to 0 while not being properly cleared from walock/waloff

  • General

    engine.cpp: make renderSetTarget() more robust so that passing an xsiz or ysiz <= 0 is not accepted and can't cause a segmentation fault

    pogokeen r7890 7 Aug, 09:18 FixEngine
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