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 2015

  • make BOUNCEMINE spawn FRAMEEFFECT only if moving horizontally.

    Helixhorned r5319 8 Aug, 00:04 Build 5320 CON
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    Also add "zshoot -4096 BOUNCEMINE" to lunatic/test/weaponvars.con to demonstrate that bouncemines can be shot.

  • don't spawn FRAMEEFFECT1 for BOUNCEMINE.

    Helixhorned r5316 2 Aug, 01:40 Build 5316 FixEngine
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    There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/

  • in DNCOORDS display, show x/y/z for VEL + ps->fric x and y components.

    Helixhorned r5313 written 25 Jul 2015 Build 5314
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    Also, prettify some ps->fric-related code. DONT_BUILD.

July 2015

November 2013

  • make underwater blocking floor sprites w/ xvel 1 NOT act like sprite bridge.

    Helixhorned r4166 16 Nov, 10:47 Build 4167 Engine
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    Likewise for blocking wall sprites. This makes it possible to construct underwater sections containing complex spritework without losing the "underwater-ness" when over such sprites, in a backward-compatible way. Actually, the check is for bit 1 being set, but all other bits should be considered reserved.