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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May 2022 1 build · 3 commits

April 2022 1 build · 1 commit

January 2022 1 build · 3 commits

December 2021 1 build · 1 commit

Build 9839

8 Dec 2021 · 7 commits · 2 authors GIT
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  • Reset all actor vars in prelevel() regardless of the sprite's statnum

    Dino Bollinger 452f818 8 Dec, 10:02 EngineCON
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    Previously, only sprites with statnum 0 would have their per-actor variables reset to the default on map load. This meant that sprites with statnums that were pre-defined in the map would inherit the actor var values of the sprites with corresponding spriteNums from the previous map. Additionally, the per-actor var reset is now performed before EVENT_PRELEVEL, meaning that any changes to actorvar that occur in this event will now persist. Previously, altering actor vars for sprites with statnum 0 in this event would not have any effect, as they would be reset to their defaults afterwards.

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November 2021 3 builds · 3 commits

Build 9815

25 Nov 2021 · 8 commits · 4 authors GIT
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  • Add actor struct members `htfloorzoffset` and `htwaterzoffset`

    Dino Bollinger b3a831c written 24 Nov 2021 Engine
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    Values range from -128 to 127. The former defines the distance of the actor from all floors, the latter applies additively to the hardcoded offset applied when on lotag 1 sectors. Positive values lift the actor off the ground, negative values move the actor into the floor. The default values for both struct members is 0. To achieve a net zero displacement, htfloorzoffset needs to be set to -1, and htwaterzoffset must be set to 24. Also note that internally, the offset is multiplied by 256 to receive the actual z coordinates (like `iffloordistl`).

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October 2021 3 builds · 3 commits

August 2021 3 builds · 7 commits

Build 9568

21 Aug 2021 · 56 commits · 1 author GIT
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  • fix issue with Polymer lights sometimes not appearing after the player dies and respawns

    TerminX d595a39 written 20 Aug 2021 FixEngine
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  • fix player/actors being squished in sloped sectors that actually have enough room for them

    TerminX a975dfe written 29 Jul 2021 FixEngine
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  • skip "SLIDE_ABOVE_ENEMY" processing in A_GetZLimits() if the calling sprite isn't moving

    TerminX d41f2e0 written 11 Jul 2021 FixEngine
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    Fixes terminx/eduke32#28.

  • fix access to sector[-1] through ps->cursectnum

    TerminX d3c082c written 29 Jul 2021 FixEngine
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    Geez, I don't think I've seen one of these in years.

  • fix sprites jittering when demo playback is paused

    TerminX a295c27 written 26 Jul 2021 FixEngine
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Build 9505

12 Aug 2021 · 5 commits · 2 authors GIT
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  • Re-enable remote activation of viewscreen using yvel of 1

    Dino Bollinger a192bf4 written 5 Aug 2021 FixEngine
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    A viewscreen placed in the map with a yvel of 1 will always display its camera feed if the player is within active range. If set to 0, the screen will only show the tile on manual activation. If yvel is 1, and the screen is connected to a camera, it will display the view of that camera. Otherwise, it will show the view of the Viewscreen's owner, the direction in which it is looking being dictated by angle and shade of that sprite. The xvel of the viewscreen now defines the active range. If less or equal to 0, the default distance of 8192 is used. Note that this is currently restricted to one active screen at a time.

    Fixes
    terminx/eduke32#41
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July 2021 4 builds · 5 commits

June 2021 3 builds · 5 commits

Build 9441

28 Jun 2021 · 46 commits · 1 author GIT
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  • minor A_GetClipdist() rework

    TerminX 7d7c1c6 written 20 Jun 2021 Engine
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    This shouldn't have any impact whatsoever on gameplay. The point was simply to eliminate branches that arrive at the same result, and reduce function calls for cases where they aren't needed (i.e. calling A_CheckEnemySprite() for sprites that are STAT_PROJECTILE).

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Build 9382

4 Jun 2021 · 61 commits · 1 author GIT
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  • expose gotsector[] to CON for checking to see if a particular sector was drawn during the last frame

    TerminX fa750c6 written 10 May 2021 EngineCON
  • reclaim a ridiculous amount of wasted space in the player struct

    TerminX 0578f90 written 22 Apr 2021 Engine
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    This converts the storage for LOOGIE sprite coordinates to vec2_16_t and reduces the storage to 6 sets of coordinates, the max the game uses.

  • remove extraneous actor bpos updates

    TerminX 50f2590 written 8 Apr 2021 Engine
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    These sprites are covered by G_RecordOldSpritePos().

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