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 256 builds · 765 commits

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May 2016 1 build · 1 commit

March 2016 3 builds · 4 commits

Build 5670

15 Mar 2016 · 1 commit · 1 author SVN
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  • General

    Make sprite tails and label borders purple if the sprite is blocking.

    TerminX r5670 15 Mar, 15:17 Engine

Build 5669

13 Mar 2016 · 19 commits · 1 author SVN
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  • General

    Fix Mapster32 sprite selection colors when using a tiles.cfg that defines tile groups using colors from the bright half of the original 16-color palette.

    TerminX r5669 13 Mar, 17:08 FixEngine
    Show details

    In layman's terms, this fixes the effect sprites flashing black in 2d mode.

  • General

    Don't squish the player in lotag 1 sectors that have a SE7.

    TerminX r5657 13 Mar, 17:07 Engine
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February 2016 1 build · 2 commits

January 2016 3 builds · 4 commits

Build 5588

26 Jan 2016 · 4 commits · 1 author SVN
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  • General

    Fix problem with C-CON sector and wall structure access. Oops.

    TerminX r5587 26 Jan, 23:16 FixEngineCON
  • General

    Fix issue with the info message for toggling floor texture expansion bit in Mapster32 only reading the value from the sector's ceiling instead of what you were actually pointing at.

    TerminX r5585 26 Jan, 23:16 FixEngine
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December 2015 2 builds · 9 commits

Build 5491

22 Dec 2015 · 17 commits · 1 author SVN
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  • General

    Add vm_player, vm_sprite and vm_distance to get/setuserdef. This controls the sprite and player referenced by things like "THISACTOR", all of the "ifp" conditionals, per-actor gamevar access, etc. This is intended to be used to un-gimp things like EVENT_WORLD.

    TerminX r5489 22 Dec, 20:06 EngineCON
  • General

    Fix cstat 1024 in classic and Polymer

    TerminX r5484 22 Dec, 20:05 FixEngine
  • General

    Increase Polymost depth fighting mitigation offset, plus some other minor changes that shouldn't affect anything.

    TerminX r5482 22 Dec, 20:05 Engine
  • General

    Add support for sector/wall/sprite struct trackers to Polymer

    TerminX r5481 22 Dec, 20:05 Engine
  • General

    Split Polymer artmap setup into polymer_setupartmap()

    TerminX r5480 22 Dec, 20:05 Engine
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October 2015 5 builds · 14 commits

Build 5407

23 Oct 2015 · 7 commits · 1 author SVN
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  • General

    Fix cstat 1024 with Polymer

    TerminX r5407 23 Oct, 16:00 FixEngine
  • General

    Check whether the sprite is a wall, floor, or face sprite when deciding whether to bump it ahead of another entry based on position and owner.

    TerminX r5405 23 Oct, 16:00 Engine
  • General

    Disable Polymer lights attached to hidden switches.

    TerminX r5404 23 Oct, 16:00 Engine
  • General

    Improve depth fighting mitigation for floor aligned sprites.

    TerminX r5403 23 Oct, 16:00 Engine
  • General

    Fix errant use of tsprite extra field to check an enemy's health.

    TerminX r5401 23 Oct, 16:00 FixEngine
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Build 5400

21 Oct 2015 · 5 commits · 1 author SVN
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  • General

    Sprite sorting changes:

    TerminX r5400 21 Oct, 12:54 Engine
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    -Sort by owner now occurs only when two sprites have matching x/y coordinates. -Cstat 1024 now activates a special drawing mode that indicates a sprite should be drawn without depth after all other sprites have been drawn. The previous cstat 1024 functionality, an internal hack for shadows cast by models in Polymost, has been moved to bit 1 of a new graphical effects bitfield stored in a tsprite's .extra member.

  • General

    Tweak the amount that distance is factored in when mitigating depth fighting in Polymost.

    TerminX r5398 21 Oct, 12:54 Engine
  • General

    Improve the behavior of the BLOODSPLAT family of sprites. This improves the effect so that the blood doesn't stutter when it moves, and no longer occasionally appears to climb back up the wall for a fraction of a second.

    TerminX r5397 21 Oct, 12:54 Engine
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Build 5395

20 Oct 2015 · 8 commits · 1 author SVN
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  • General

    Additional depth fighting mitigation for face sprites

    TerminX r5395 20 Oct, 00:15 Engine
  • General

    Sort tsprites by owner as a replacement for the sort by statnum removed by Helixhorned a while back. Seems sensible enough...

    TerminX r5394 20 Oct, 00:15 Engine
  • General

    New attempt at fixing the depth fighting with wall and floor-aligned sprites.

    TerminX r5391 20 Oct, 00:15 FixEngine
  • General

    Fix pathsearchmode in Mapster32 when using a .def which loads a .grp.

    TerminX r5389 20 Oct, 00:15 FixEngine
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July 2015 10 builds · 22 commits

Build 5307

21 Jul 2015 · 1 commit · 1 author SVN
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  • fix frame locking issue with 2d3d mode, crash when toggling bottom texture swap, issues with drawing certain types of walls.

    TerminX r5307 21 Jul, 19:06 FixEngine

Build 5306

20 Jul 2015 · 3 commits · 1 author SVN
Open build
  • fix display of pal 4 sprites in 2d mode.

    TerminX r5306 20 Jul, 13:25 FixEngine
  • fix 3d mode status messages being overwritten with position/ang/horiz readouts.

    TerminX r5305 20 Jul, 13:25 FixEngine
  • fix unreadable status messages in 3d mode when working with a palette that doesn't align to Duke3d's color layout.

    TerminX r5304 20 Jul, 13:25 FixEngine

Build 5302

16 Jul 2015 · 4 commits · 1 author SVN
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  • General

    Mapster32:

    TerminX r5302 16 Jul, 17:12 Engine
    Show details

    -Improved indication of selections in 2d mode. This includes both highlighted objects and multiple object selection. -2d3d improvements: it's no longer possible to end up with a black view due to the z position being out of range when moving the cursor position to a new area with the right mouse button. -The middle mouse button can now be used in place of the right alt key when selecting sectors, similar to how the left mouse button can be used in place of the right shift key to select points and sprites. -2d mode mouse cursor has been changed to a 1 pixel thick red cross with a shadow instead of a 2 pixel thick red cross with no shadow. This improves visibility when working in textured mode with lava sectors and other textures similar in color. -2d mode palette now changes when working in an underwater sector. -Misc tweaks

  • don't warn about the map being corrupt if the only thing wrong with it is a sector ceilingheinum or floorheinum set without the corresponding bits to enable sloping set. DONT_BUILD.

    TerminX r5301 16 Jul, 17:12 FixEngine
  • misc cleanups, support for drawing transparent lines in 2d mode. DONT_BUILD.

    TerminX r5300 16 Jul, 17:12 Engine
Open the build to see all 4 commits