EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

Commits per year

Showing 2012 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 3 active

Showing 15 builds · 16 commits

Export CSV
Display options
Commit details:

December 2012 1 build · 1 commit

November 2012 4 builds · 4 commits

Build 3114

4 Nov 2012 · 3 commits · 1 author SVN
Open build
Open the build to see all 3 commits

Build 3111

3 Nov 2012 · 6 commits · 1 author SVN
Open build
  • draw lines to linking sprites with LShift, jump to them with +[ or +]

    Helixhorned r3108 3 Nov, 12:32 FixEngine
    Show details

    When LShift is pressed and the mouse is over a linking sprite (as determined by the tag labeling system), lines are drawn to all other sprites, and pressing [ or ] will cycle these then. False positives and missed sprites are possible. Additional changes: - consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what matters. The original maps are inconsistent there. - When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of doing [ or ].

Open the build to see all 6 commits

October 2012 1 build · 1 commit

August 2012 1 build · 2 commits

Build 2971

26 Aug 2012 · 9 commits · 1 author SVN
Open build
  • for c&p-ing map portions w/o TROR, fix wrongly resetting wall lotag/extra

    Helixhorned r2965 26 Aug, 15:10 FixEngine
  • for copy-pasting map portions without TROR, fix wrongly resetting xpanning.

    Helixhorned r2963 26 Aug, 15:08 FixEngine
    Show details

    This is really an artifact of overloading the sector fields for different uses. For copy-pasting TROR'd portions, the bug still persists.

Open the build to see all 9 commits

June 2012 3 builds · 3 commits

March 2012 3 builds · 3 commits

February 2012 2 builds · 2 commits

Build 2351

16 Feb 2012 · 7 commits · 1 author SVN
Open build
  • Fix extended ceiling/floor picnums taking on picnum 0 in Polymer.

    Helixhorned r2350 16 Feb, 11:25 FixEngine
    Show details

    The reason was that drawmasks(), which was where the resetting of the fake RoR textures happened under Polymer, can be called from polymer_displayrooms() when mirrors are present. I was assuming that drawmasks() was only ever called after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking was set, reset, set, reset, ... which it was not. Now, do the resetting explicitly after every drawmasks() in the editor.

Open the build to see all 7 commits