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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Showing 23 builds · 42 commits

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December 2023 4 builds · 7 commits

October 2023 3 builds · 10 commits

Build 10514

22 Oct 2023 · 20 commits · 1 author GIT
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Build 10478

3 Oct 2023 · 19 commits · 1 author GIT
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  • 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
  • maybe fix player's view pseudo-randomly returning to center

    TerminX 64259d4 written 24 Sep 2023 Fix
  • resolve issue where eduke32.log ended up in whatever the cwd was when the binary was launched

    TerminX ed8ae40 written 25 Sep 2023 Fix
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  • fix bug in CON EVENT_SCREEN where keypresses weren't being cleared between loop iterations, preventing animations where each keypress skips a segment without bailing out of the whole thing

    TerminX a213113 written 18 Sep 2023 FixCON
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September 2023 7 builds · 8 commits

Build 10454

11 Sep 2023 · 18 commits · 2 authors GIT
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  • change G_ReadGLFrame() to use regular memory allocation instead of pulling a block from cache1d because glReadPixels() is so slow anyway

    TerminX 40e4e6e written 26 Jul 2023 Fix
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    Resolves an issue where starting the game in a low resolution and creating a savegame before switching to a higher resolution and creating another savegame could corrupt `sizeof(palette_t) * the difference in total pixel count between the resolutions` bytes of adjacent data in cache1d.

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Build 10400

1 Sep 2023 · 1 commit · 1 author GIT
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  • Completely revert attempted jitter fix from 5977025e

    Dino Bollinger e09200e written 2 Sep 2023 Fix
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    This caused two problems: - The change with AC_FZOFFSET caused BLOODPOOL to jitter in Duke3D - The change with water floors caused various actors to jitter in Fury More trouble than it's worth.

August 2023 5 builds · 7 commits

Build 10344

10 Aug 2023 · 1 commit · 1 author GIT
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  • Fix z interpolation problems in VM_Fall() and A_Fall()

    Dino Bollinger 5977025 written 7 Aug 2023 FixEngine
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    This prevents a visual jitter effect from sprites that aren't moving, but use the "fall" command in a water sector (zombie actors, pickups, etc).

July 2023 1 build · 1 commit