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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December 2012 4 builds · 4 commits

Build 3305

18 Dec 2012 · 1 commit · 1 author SVN
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  • General

    Revert "Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X)."

    TerminX r3305 18 Dec, 10:07 Fix
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    Reverts
    705cc72

November 2012 7 builds · 9 commits

Build 3232

25 Nov 2012 · 1 commit · 1 author SVN
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  • General

    Revert "compat.h: slightly reformat the NOWARN-related preprocessor directives."

    TerminX r3232 25 Nov, 05:54 Fix
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    Commit breaks MSVC builds by failing to provide NOWARN macros to MSVC.

Build 3208

17 Nov 2012 · 1 commit · 1 author SVN
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  • General

    Fix a keyboard scancode oversight I introduced with my changes last night, apparently caused crashes

    TerminX r3208 17 Nov, 16:07 Fix

Build 3161

14 Nov 2012 · 3 commits · 1 author SVN
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  • General

    MinGW C build fix

    TerminX r3161 14 Nov, 17:30 Fix
  • General

    Fix the warnings when building with C++, add MSVC C++ build support. This also changes the internal type of lotags, hitags and cstat type fields to uint16_t instead of int16_t to clean up some dubious behavior wherein the code was using a value of 32768 as a flag in these fields for certain types of things, like invisible sprites (using the value as if it was uint16_t) where it was elsewhere checking if the value was < 0 (using the value as if it was int16_t). This change may break a few specific effects if any part of the relevant code was missed when looking for areas that needed to be addressed.

    TerminX r3159 14 Nov, 15:32 FixEngineCON
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    I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)

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October 2012 8 builds · 10 commits

Build 3105

31 Oct 2012 · 1 commit · 1 author SVN
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  • General

    Hopefully fix the projectile breakage, and add some predefined names for working with the built in statnums

    TerminX r3105 31 Oct, 08:03 Fix

Build 3084

14 Oct 2012 · 6 commits · 1 author SVN
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  • General

    A potential fix for MUSICANDSFX problems after loading a savegame. I was never able to reproduce the issue myself, but something like this seems like a good idea anyway. Thoughts?

    TerminX r3083 14 Oct, 15:13 Fix
  • General

    Remove some outdated/incorrect code that was causing some issues when multiple copies of a single sound were playing and just one of them needed to be stopped.

    TerminX r3080 14 Oct, 15:09 Fix
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Build 3070

14 Oct 2012 · 2 commits · 1 author SVN
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  • General

    Fix setting r_pr_maxlightpasses from .cfg at startup

    TerminX r3070 14 Oct, 07:51 Fix
  • General

    Add cvar "cl_runmode" to control ud.runkey_mode. This should fix the "allow walk while running" preference not saving.

    TerminX r3069 14 Oct, 07:43 Fix

Build 3066

8 Oct 2012 · 2 commits · 1 author SVN
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  • General

    Fix issue with explosion sound cutoff in E1L2. This implements functionality to stop playback and free up the voice of a currently playing sound of the same ID when there are already MAXSOUNDINSTANCES (currently 8) of the same sound playing, determined by distance/volume and which sound is oldest.

    TerminX r3065 8 Oct, 00:07 Fix
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    Initial determination is based purely on distance/volume, and if two qualifying sounds have the same distance/volume the one which started playback first is the one that gets the axe. Feedback from other developers welcome.

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Build 3053

5 Oct 2012 · 1 commit · 1 author SVN
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  • General

    Minor cleanups in actors.c, mostly relating to custom projectiles and the like. A bug causing custom projectiles to knock the player back twice as far as the hard-coded ones was also fixed. There should be no other functional changes for the end user.

    TerminX r3053 5 Oct, 13:48 Fix

September 2012 1 build · 1 commit

Build 3035

30 Sep 2012 · 1 commit · 1 author SVN
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  • General

    Fix a.masm changes so MSVC builds work again. The relevant functionality seems to work (non-power of 2 textures drawn without error), even with CLASSIC_NONPOW2_YSIZE_WALLS defined in engine.c, but I'm not familiar with any corner or edge cases that need to be watched out for with this.

    TerminX r3035 30 Sep, 07:40 FixEngine
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    Note: CLASSIC_NONPOW2_YSIZE_WALLS is still not enabled in svn.

August 2012 1 build · 1 commit

Build 2916

18 Aug 2012 · 1 commit · 1 author SVN
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  • General

    OpenBSD build fix from Brad Smith (plus a couple of irrelevant changes to the same file from my local tree)

    TerminX r2916 18 Aug, 21:01 Fix

July 2012 1 build · 1 commit