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 · 32 commits

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July 2025 1 build · 1 commit

Build 10622

3 Jul 2025 · 2 commits · 1 author GIT
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  • Fix lighting preview when multiple SEs are in a sector

    oasiz dfb9760 written 30 Jun 2025 FixEngine
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    Adds a failsafe for when multiple SE12, SE3 or SE4 are in a single sector by only accounting for the first one (Lowest sprite #ID) This prevents the lighting preview from causing permanent shade changes to a map as it can only store the original map state for one SE sprite per sector.

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June 2025 1 build · 1 commit

September 2023 2 builds · 3 commits

August 2023 1 build · 1 commit

May 2023 1 build · 4 commits

Build 10240

17 May 2023 · 28 commits · 1 author GIT
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  • improve 2d mode sprite color calculation to avoid returning illegible colors

    TerminX 7ca25e4 written 16 May 2023 Engine
  • add Ctrl+Alt+W hotkey to toggle clipping of sprite insertions against blocking sprite geometry instead of hitscan

    TerminX e1808f2 written 10 Apr 2023 Engine
  • add Ctrl+Alt+R hotkey to toggle the display of grayed-out sectors

    TerminX b0780fa written 10 Apr 2023 Engine
  • skip showing the radii of ambient sounds within grayed-out sectors

    TerminX 927eaf6 written 10 Apr 2023 Engine
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April 2022 1 build · 1 commit

January 2022 2 builds · 2 commits

November 2021 1 build · 1 commit

October 2021 1 build · 3 commits

Build 9679

6 Oct 2021 · 28 commits · 1 author GIT
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  • don't crash when loading corrupt maps with sectors with zero walls

    TerminX a4e37d7 written 1 Sep 2021 FixEngine
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    This also makes the editor recognize corrupt sectors with < 3 walls and try to repair the map. It works for the corrupt sectors in E4L1, at least. Please immediately report any problems caused by this change directly to me.

  • make little dot thing that snaps to the currently selected wall from the mouse cursor more visible and minorly improve mouse cursor

    TerminX 971dec7 written 15 Aug 2021 Engine
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    Yeah, I understand it's fucking pink, but go ahead and find me a more visible color in the default palettes of any of the supported games. wtf chode

  • WIP changes to allow Mapster32 to be used without the cursor being confined to the window

    TerminX cfce7ba written 11 Jul 2021 Engine
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September 2021 1 build · 1 commit

August 2021 4 builds · 7 commits

Build 9568

21 Aug 2021 · 56 commits · 1 author GIT
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  • skip drawing sprites in textured view if the sector is grayed out

    TerminX b4d1041 written 18 Aug 2021 Engine
  • fix sector visibility value printed in message shown when using alt -/+

    TerminX 96b52a8 written 2 Aug 2021 FixEngine
  • fix stupid bug where changing sprite angles or aligning wall textures with , and . didn't flag the map as having been changed

    TerminX 2f86aef written 4 Aug 2021 FixEngine
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July 2021 1 build · 1 commit

June 2021 2 builds · 2 commits

July 2020 2 builds · 2 commits

Build 9205

27 Jul 2020 · 2 commits · 1 author GIT
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  • Fix tilescreen drawing for Polymer renderer.

    Dino Bollinger 74f7b0d 27 Jul, 22:33 FixEngine
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    According to pogo in a previous commit, GL_TEXTURE_2D is deprecated. However, polymer cannot draw the tiles in the tilescreen correctly without enabling it first, else it shows white boxes instead. This fixes terminx/eduke32#93

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