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 174 builds · 336 commits

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March 2020 1 build · 8 commits

Build 8738

11 Mar 2020 · 34 commits · 1 author SVN
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  • General

    Fix IF crouch jumping and unintentional automatic crouching under sprites

    TerminX r8737 11 Mar, 18:11 FixEngine
  • General

    Patch from Nuke.YKT to fix a y-flipped voxel rendering issue in Polymost

    TerminX r8727 11 Mar, 17:58 FixEngine
  • General

    Patch from Striker to improve sprite interpolation

    TerminX r8724 11 Mar, 17:58 Engine
  • General

    Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering

    TerminX r8723 11 Mar, 17:58 FixEngine
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    This fixes the fire sprites inside exploding walls not waking up after the wall explodes.

  • General

    Move FPS limiter to engine and rework functionality (again)

    TerminX r8716 11 Mar, 17:57 Engine
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February 2020 2 builds · 2 commits

January 2020 1 build · 5 commits

Build 8572

29 Jan 2020 · 38 commits · 1 author SVN
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  • General

    This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.

    TerminX r8568 29 Jan, 03:37 FixEngine
  • fix NPOT tile rendering when hightile option is disabled

    TerminX r8566 29 Jan, 03:37 FixEngine
  • General

    Take CRANE sprites into account before applying mouse input

    TerminX r8565 29 Jan, 03:37 Engine
  • General

    Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to

    TerminX r8558 29 Jan, 03:37 FixEngine
  • General

    Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0

    TerminX r8543 29 Jan, 03:36 FixEngine
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    This workaround should fix issues with stationary sprites moving around at map load when their clip area is overlapping solid walls.

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December 2019 2 builds · 2 commits

October 2019 2 builds · 10 commits

Build 8247

21 Oct 2019 · 7 commits · 1 author SVN
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  • General

    I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes

    TerminX r8247 21 Oct, 04:27 Engine
  • General

    This helps the player not fall off of the edges of certain types of moving sectors as easily

    TerminX r8245 written 20 Oct 2019 Engine
  • General

    This fixes most issues with the player clipping through the walls of rotating sectors

    TerminX r8243 written 20 Oct 2019 FixEngine
  • General

    Band-aid fix for Duke3d E4L4 map "corruption"

    TerminX r8241 written 20 Oct 2019 FixEngine
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    The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches. Yeah, OK, it never picks the one that matches. The area is a total clusterfuck.

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Build 8229

19 Oct 2019 · 95 commits · 1 author SVN
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  • General

    Patch from Nuke.YKT to fix polygon leakage issue with NPOT skies in Polymost

    TerminX r8206 19 Oct, 16:46 FixEngine
  • General

    This seems like it should be allocated permanently (value 255) instead of merely marked as locked (value 200)

    TerminX r8202 19 Oct, 16:46 Engine
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    There doesn't seem to be any functionality implemented to re-load voxels if they're removed from the cache, and blocks marked as locked can still be pushed out of the cache if the cache is full and a large allocation won't fit anywhere else.

  • General

    Separate the filesystem portion of cache1d.cpp and move it into vfs.cpp

    TerminX r8199 19 Oct, 16:46 Engine
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    Yes, the engine tools (kextract, etc) still compile.

  • General

    Renderer sprite sorting patch from Nuke.YKT

    TerminX r8166 19 Oct, 16:43 Engine
  • General

    This old 3dfx and SiS hardware isn't capable of running our GL renderer and never will be

    TerminX r8159 19 Oct, 16:42 Engine
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September 2019 4 builds · 5 commits

August 2019 6 builds · 7 commits

Build 7937

9 Aug 2019 · 7 commits · 1 author SVN
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  • General

    Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove

    TerminX r7932 9 Aug, 02:28 FixEngine
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    The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally.

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July 2019 14 builds · 28 commits

Build 7873

31 Jul 2019 · 13 commits · 1 author SVN
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  • General

    This adds back in the engine's old automapping feature

    TerminX r7873 31 Jul, 23:50 Engine
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    This was removed a long time ago because Duke3D and Shadow Warrior don't use it.

  • General

    Don't blow away wall cstat bit 14 for use as a temp flag in the editor

    TerminX r7870 31 Jul, 23:50 Engine
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    Patch from Nuke.YKT.

  • General

    Work around an issue with far plane clipping with voxels without mipmaps in software mode

    TerminX r7869 31 Jul, 23:50 Engine
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    Patch from Nuke.YKT.

  • General

    Emulate slope overflow in Polymost in order to match the rest of the engine's slope algorithms

    TerminX r7868 31 Jul, 23:50 FixEngine
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    Patch from Nuke.YKT.

  • General

    Hopefully work around more Polymost polygon leakages

    TerminX r7867 31 Jul, 23:50 Engine
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    Patch from Nuke.YKT.

Open the build to see all 13 commits