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 · 19 commits

Build 10651

23 Oct 2025 · 13 commits · 1 author GIT
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  • SW

    Fix null pointer dereferences in case of showing inventory bar right before player kill

    NY00123 bf58c7b written 21 Oct 2025 Fix
  • SW

    Comment out definition and declaration of unused function _ErrMsg

    NY00123 8e1972a written 21 Oct 2025
  • SW

    Use TerminateWithMsg in _Assert

    NY00123 95ef384 written 21 Oct 2025
  • SW

    Use TerminateWithMsg in JS_DrawMirrors

    NY00123 26cfce5 written 20 Oct 2025
  • SW

    Use TerminateWithMsg in JS_PlockError as well

    NY00123 38465ff written 20 Oct 2025
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    There are unfortunate duplications of the shared string, but such occurrences don't seem to be that common so far.

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Build 10636

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

    Improve prediction of interpolated bob_z value

    NY00123 fdbcb0b 14 Oct, 21:39
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    The addition of the "bob_z" field to the PREDICT struct might be unnecessary, technically speaking, but it probably won't hurt to ensure values are synced.

  • 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

    Simplify HandleWeaponAutoSwitch usage to go through the DamageData array

    NY00123 1ca030f written 12 Oct 2025
  • 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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