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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November 2023 2 builds · 14 commits

Build 10528

13 Nov 2023 · 1 commit · 1 author GIT
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  • If the texturecache.index file cannot be read, invalidate it

    Dino Bollinger 9b6aaed 13 Nov, 22:26 FixEngine
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    This fixes a problem where the texcache file could grow without limit if something managed to corrupt the texcache index.

Build 10527

2 Nov 2023 · 13 commits · 3 authors GIT
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  • SW

    Update port credits

    Hendricks266 3ac92f9 written 20 Oct 2023
  • Condition mimalloc's -Wno-class-memaccess on GCC version

    Hendricks266 f11d14b 2 Nov, 23:39
  • On FreeBSD and OpenBSD use `pthread_get_name_np` spelling instead of `pthread_getname_np`

    Sean McBride f130429 written 11 Oct 2023
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    Annoyingly, these functions are spelt differently on different OSes.

  • Use strerror_r() on FreeBSD and OpenBSD

    Sean McBride aae729c written 11 Oct 2023
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    strerror_r has been available since FreeBSD 4.4 and OpenBSD 3.3 (both many years ago).

  • Fix -Wundef warning: check that _POSIX_C_SOURCE is defined before checking it

    Sean McBride 7a592d9 written 9 Oct 2023 Fix
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October 2023 4 builds · 55 commits

Build 10514

22 Oct 2023 · 20 commits · 1 author GIT
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  • add new TEXT_CENTERCONSTWIDTH flag for screentext to center glyphs within their allotted region in constant width mode

    TerminX 03a39f4 written 18 Oct 2023 Engine
  • respect xbetween value for screentext between chars in constant width mode

    TerminX 5997fee written 18 Oct 2023 Engine
  • General

    Update gamecontrollerdb.txt

    TerminX c379f4c written 18 Oct 2023
  • fix edge case where a zero-byte .dat file would be misdetected as a .grp file

    TerminX a161a0b written 18 Oct 2023 Fix
  • the most minor of minor fixes to windowsCheckForUpdates()

    TerminX 5d6220f written 17 Oct 2023 Fix
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Build 10493

7 Oct 2023 · 15 commits · 1 author GIT
Open build
  • fix USE_OPENGL=0 build

    TerminX 36a2f29 7 Oct, 11:51 Fix
  • add -nocontroller parameter to completely disable SDL controller support

    TerminX 4d62a72 7 Oct, 11:45
  • add warning if TROR somehow tries to draw the same wall more than once per frame

    TerminX f07e028 written 29 Sep 2023 Engine
  • use "--" instead of "-" for unbound keys in the keyboard configuration menu

    TerminX c020cc8 7 Oct, 09:30
  • don't pass SDL_INIT_HAPTIC to SDL_InitSubSystem() because it's not actually used for game controllers

    TerminX e672ede 7 Oct, 09:23 Engine
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Build 10478

3 Oct 2023 · 19 commits · 1 author GIT
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  • make Gv_Clear() actually clear and Gv_Init() actually re-init

    TerminX 75be4e2 3 Oct, 07:49
  • don't EDUKE32_PREDICT in the sound functions

    TerminX 60a4f92 3 Oct, 07:48
  • use internal CONs if external CON compilation fails, like the DOS version did.

    TerminX 4d8264c 3 Oct, 05:43 CON
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    I see now that Todd was actually very wise.

  • fix regression where trying to play an undefined sound with an index higher than the highest defined index could crash the game

    TerminX d0e4efe 3 Oct, 05:41 Fix
  • fix a rare input issue involving creating savegames while the CON script execution is lagging

    TerminX a4a33e9 written 30 Sep 2023 FixCON
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September 2023 18 builds · 60 commits

Build 10457

18 Sep 2023 · 2 commits · 1 author GIT
Open build
  • General

    Engine/Duke3D: Several changes to TROR traversal in clipping functions

    Dino Bollinger 46a4394 18 Sep, 00:37 FixEngine
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    * clipmove() - No longer traverses sectors once a distance limit is exceeded, and at most traverses 64 TROR sectors at once. * hitscan() - TROR sectors added to clipsectlist after regular next sectors. Only adds TROR sectors in a single direction, and at most 64 at once. * A_RadiusDamage - only add TROR sectors if inside damage radius. Also increase MAXDAMAGESECTORS to 512, same as MAXCLIPSECTORS. Fixes glitches and error spam in maps that make heavy use of TROR.

  • Only store boardfilename in the savegame if we have a usermap

    Dino Bollinger 90db601 written 17 Sep 2023

Build 10454

11 Sep 2023 · 18 commits · 2 authors GIT
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Show the other 13 commits in this build

Build 10436

10 Sep 2023 · 1 commit · 1 author GIT
Open build
  • Blackhole any accumulated input when clearing the input FIFO/starting a level, prevents you from being spun around the wrong way when you spawn in.

    Jordon Moss 244ffd0 written 8 Sep 2023 Fix

Build 10434

5 Sep 2023 · 5 commits · 1 author GIT
Open build
  • Fix globalsound being broken in 3D Mode

    Dino Bollinger a2a6009 5 Sep, 17:36 FixEngine
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    This would previously attempt invalid array access with index -1.

  • Revert clipupdatesector() changes from df868267 and replace with a different approach

    Dino Bollinger bf731b2 5 Sep, 22:09 FixEngine
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    If the sector contains a TROR bunch, then whenever clipupdatesector() would normally return 1, instead run updatesector() and return 0 instead. The old approach did not work out in all situations. In Fury, certain flying enemies could not pass some TROR layers properly, and in AMC, trying to submerge in TROR water had the player glitch out on the surface. This exact approach had previously been used in AMC without any major issues for 2 years, before the recent TROR changes.

  • Rework the cansee() changes from 86e5fe7f to only affect TROR transitions

    Dino Bollinger 423a059 5 Sep, 19:33 Engine
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    The problem with the previous version was that it didn't take overlapping geometry into account. This should be a more conservative approach that doesn't affect non-TROR uses of the cansee() function.

  • Add same sectnum checks as in hitscan() to A_RadiusDamage()

    Dino Bollinger 33c18eb 5 Sep, 17:30
  • Fix hitscan() and clipmove() by checking for invalid sectnums

    Dino Bollinger fa83f83 5 Sep, 17:28 FixEngine
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    Invalid sectnums could previously be added to the clipsectlist if a hitscan shot passed a tror layer.

Build 10427

4 Sep 2023 · 3 commits · 1 author GIT
Open build
  • fix actors on lotag 1 sectors not being squishable

    Dino Bollinger da49d94 4 Sep, 19:29 FixEngine
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    Squishing is now prevented if SE7 is present (as previously intended), or when the actor is standing on submergible TROR water.

    Fixes
    terminx/eduke32#283
  • fix regressions with clipupdatesector() from df868267

    Dino Bollinger 1e3d72e 4 Sep, 18:31 FixEngine
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    This resolves a bug in Duke3D where the player couldn't move while shrunk if a TROR sector was present on the map. It also ensures that the original clipping is used if no TROR bunch is present inside the sector in question. This should reduce the amount of backwards-compatibility problems.

  • Fix clipmove() problems with TROR wall geometry resulting from commit 7f00d5ce

    Dino Bollinger 027baac 4 Sep, 15:40 FixEngine
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    The changes are now more conservative and only affect sprites on TROR layers.

Build 10422

3 Sep 2023 · 1 commit · 1 author GIT
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  • Improvements to A_RadiusDamage()

    Dino Bollinger 6a08b35 3 Sep, 21:28 Engine
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    - Add TROR-awareness in similar fashion to clipmove() and hitscan() - Continue scanning walls to damage even if MAXDAMAGESECTORS is reached - Increase MAXDAMAGESECTORS from 128 to 256

Build 10421

3 Sep 2023 · 1 commit · 1 author GIT
Open build
  • Fix many cases in which cansee() would fail with TROR

    Dino Bollinger 86e5fe7 3 Sep, 21:13 FixEngine
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    This commit adds a failsafe which corrects the given origin and destination sectnums of the "cansee()" function, by checking if the corresponding (x,y,z) coordinates are actually contained within the given sectors. The problem with TROR in particular was that the calculation done to determine the point of intersection on the TROR layer requires the coordinates to be within the given sectnums. Else, cansee() would simply return 0, even if there was a clear line of sight. This should also implicitly fix any other cases where the coordinates of the cansee() call do not exactly match up with the given sectnums.