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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Showing 2020 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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June 2020 31 builds · 105 commits

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 9122

6 Jun 2020 · 5 commits · 1 author GIT
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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
  • General

    source/build/include: Remove elauxlib.h and elua.h.

    NY00123 f3b7ab9 written 17 May 2020
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    Again, it is clear that Helixhorned was spending a lot of time on Lunatic for EDuke32.

  • General

    Remove LPeg sources

    NY00123 b34dc16 written 17 May 2020
  • General

    Remove LPeg Windows libraries

    NY00123 e1e17c3 written 17 May 2020
  • General

    Remove LPeg from platform/Windows/lib/instructions.txt

    NY00123 f27854c written 17 May 2020
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Build 9083

6 Jun 2020 · 7 commits · 2 authors GIT
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  • General

    Clean up ksqrtasm_old to avoid compiler mis-optimizations

    Hendricks266 dc0e6cc 6 Jun, 15:24
  • Fix error: 'filelength' was not declared in this scope

    Hendricks266 82b94a7 6 Jun, 16:29 Fix
  • Handle -Wcast-function-type warnings

    Hendricks266 64bc0cb 6 Jun, 16:22
  • General

    Add Build Tool target names to .gitignopre

    Hendricks266 a0a1dac 6 Jun, 16:22
  • 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.

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Build 9076

5 Jun 2020 · 3 commits · 1 author GIT
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  • fix CON_INITTIMER issue where the timer callback wasn't being set again after changing the rate

    TerminX c842f17 5 Jun, 14:01 Fix
  • move REVSTR stuff to rev.h so it doesn't need to be duplicated between rev.cpp and windows_inc.h

    TerminX 659c2ec 5 Jun, 13:35 Engine
  • specify 9 characters of length when generating VC_HASH

    TerminX 55d9f80 5 Jun, 12:11
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    This is the default for current versions of git, but older versions used a default of 7.

Build 9070

5 Jun 2020 · 6 commits · 1 author GIT
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  • add source control version information to window title strings, and refactor all calls to wm_setapptitle() to go through G_UpdateAppTitle()

    TerminX afa1e57 5 Jun, 05:57
  • fix winlayer wm_setapptitle() to deal with being passed a pointer to apptitle[]

    TerminX 2117042 5 Jun, 05:55 FixEngine
  • move swallf[] and lookups[] allocation to videoAllocateBuffers()

    TerminX 659537d written 3 Jun 2020 Engine
  • 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

Build 9058

1 Jun 2020 · 5 commits · 1 author GIT
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  • fix DemandFeed playback

    TerminX 176a779 1 Jun, 05:39 Fix
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  • mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value

    TerminX 98351dd written 30 May 2020 CON
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    This is so I can tell the difference between actor .t_data[] values that are actually set to something defined in CON versus bullshit arbitrary internal usage of the same variable, which I need for a future commit.

  • improve WT FLAMETHROWERFLAME enemy type check

    TerminX fb4c4d5 written 30 May 2020
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    I don't expect anyone to make an EDuke32-compatible WT mod where other enemies shoot FLAMETHROWERFLAME, but if they do the behavior will at least be consistent across enemy types.

  • optimize A_RadiusDamage()

    TerminX 56a6ba6 written 30 May 2020 Engine
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    This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.

  • General

    four spaces

    TerminX 3b20f61 written 28 May 2020