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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October 2025 2 builds · 4 commits

Build 10636

14 Oct 2025 · 6 commits · 1 author GIT
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  • SW

    Fixed player movement prediction, now actually based on predicted angle

    NY00123 964ce88 14 Oct, 20:02 Fix
  • SW

    Fix switch to double Uzi for multiplayer games upon pick-up of second Uzi

    NY00123 8c88202 written 13 Oct 2025 Fix
  • SW

    Fix multiplayer sync errors with the weapon auto-switching toggle

    NY00123 2969374 written 12 Oct 2025 Fix
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    This also permanently enables weapon auto-switching for PedanticMode. The idea here is that outside of pedantic mode, within multiplayer games, a new bit or more of the inspected player's Flags2 field will be set for the weapon. Afterwards, only for player no. myconnectindex, the function getinput will set loc->bits as if a matching key was pressed for selecting the weapon. loc->bits should be properly synced. Note that each player's structure, including Flags2, is reset within InitNewGame, but not from InitLevel as far as I may tell.

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June 2020 1 build · 1 commit

Build 9083

6 Jun 2020 · 7 commits · 2 authors GIT
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  • SW

    This should hopefully be a better way of fixing the lack of

    NY00123 5b33797 written 27 May 2020 FixEngine
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    interpolation of player turning/aiming/movement, while being carried by a sector object, without SO interpolation. This is a continuation of 73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1, aiming to fix a jitter in case the player is continuously getting pushed by a wall (e.g., on the boat in level 5). Basically, this moves the relevant assignments from track.cpp:MovePlayer and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these functions has been missed, pushwall and clipmove can be called from player.cpp in the following instances, which should be covered: - Via DoPlayerMove, which is the function getting the fix now. - Via DoPlayerSlide, which is called in the beginning of DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade, followed by DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerDive, followed by DoPlayerMove if the player doesn't stop diving.

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May 2020 2 builds · 4 commits

Build 9028

22 May 2020 · 14 commits · 2 authors GIT
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  • SW

    While not exactly a favorite of mine, this fixes the floorz updates

    NY00123 0f0cc93 written 21 May 2020 FixEngine
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    of the secret rotating pillar in level 1 with SO interpolation. The drill in level 2 is also covered. So far, SetVatorActive seems to be the only place where interpolation of ceiling/floorz may be set, outside of the SO interpolation code.

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Build 9003

20 May 2020 · 48 commits · 3 authors GIT
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  • SW

    Call FunctionKeys from getinput only if the latter is called

    NY00123 bb3ead1 written 1 May 2020 Fix
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    from faketimerhandler. This should fix the timing of playing an RTS file's sound and sending the corresponding message.

  • SW

    Fix aiming in coop view

    NY00123 5e14c8f written 1 May 2020 Fix
  • SW

    Migrate the player's RevolveAng field to Q16.16 format.

    NY00123 30eb858 written 17 Apr 2020 Fix
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    This fixes truncations of q16ang in MovePlayer. One known fixed issue is a minor micro-shaking effect, reproduced while standing on a non-moving SO (e.g., the bus in level 1). The latter is also related to the use of camq16ang. Based in idea on patch from mjr4077au.

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April 2020 2 builds · 5 commits

Build 8798

4 Apr 2020 · 3 commits · 1 author SVN
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  • SW

    Revert the changes from JFSW commit 7d0deafe81b0ffa30d77cfe242e454f8b4487a1f

    NY00123 r8798 4 Apr, 12:42 Fix
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    related to the definitions of RANDOM_NEG in bunny.cpp, ripper.cpp and ripper2.cpp. Do so in a way that isn't re-introducing compiler warnings. This partially fixes compatibility with demos made for SW 1.2. Additionally, replace the 3 separate definitions of RANDOM_NEG with a common one within game.h.

  • SW

    Fix a few memory access errors related to demo support

    NY00123 r8797 4 Apr, 12:41 Fix
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March 2020 2 builds · 3 commits

Build 8751

13 Mar 2020 · 9 commits · 1 author SVN
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  • SW

    Modify MenuLevel and RunLevel by using CON_Quit,

    NY00123 r8750 13 Mar, 08:28 Fix
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    toggling MultiPlayQuitFlag on instead of QuitFlag in multiplayer games if a player tries to close the window. Further update MNU_QuitCustom to use CON_Quit. - In RunLevel, this fixes quit of game for all players. - In MenuLevel, this leads to transmit of PACKET_TYPE_MENU_LEVEL_QUIT. However, the work isn't complete, since the game isn't shut down on the peers' sides, leading to possibly undesired side-effects. Currently known issue: - If the master closes the window, the scores won't be shown for the master. Reason is that waitforeverybody will terminate the app.

  • SW

    Fix a bug in getpackets, making SW's Master-Slave code usable,

    NY00123 r8743 13 Mar, 08:28 Fix
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    including 3+ players sessions.

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