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 377 builds · 760 commits

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March 2020 6 builds · 17 commits

Build 8765

17 Mar 2020 · 1 commit · 1 author SVN
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  • General

    Fix crash in menu file selector when no files OR directories are available to display

    TerminX r8765 17 Mar, 17:18 Fix

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

    Use better variable names in my shitty windowsSetupTimer() function

    TerminX r8733 11 Mar, 18:09 Fix
    Show details

    This also fixes a bug where timeEndPeriod() could be called with the new time period value instead of the old one when setting the period after a period had already been set.

  • General

    Fix return type of A_CheckHitSprite()

    TerminX r8730 11 Mar, 18:05 Fix
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    Since the returned value is a distance, it should be int32_t.

  • 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 Nuke.YKT to fix a couple of NAM/WW2GI issues

    TerminX r8726 11 Mar, 17:58 Fix
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February 2020 3 builds · 12 commits

Build 8641

11 Feb 2020 · 12 commits · 1 author SVN
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  • General

    Re-enable ignoring 256 units of curb when clipping against ceilings

    TerminX r8639 11 Feb, 01:21 Fix
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    This fixes getting stuck on tiny lips created by sloppy slopes in the undersized vents in DUKEDC3.MAP.

  • General

    Fix for E1L1 dumpster fire issue

    TerminX r8636 11 Feb, 01:21 Fix
  • General

    Fix a couple of forward declarations

    TerminX r8635 11 Feb, 01:21 Fix
  • General

    Avoid overflow in clipmove()

    TerminX r8633 11 Feb, 01:21 FixEngine
  • General

    Steamworks fix

    TerminX r8632 11 Feb, 01:21 Fix
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Build 8620

7 Feb 2020 · 4 commits · 1 author SVN
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  • General

    Fix stupid typo that broke conveyor belts

    TerminX r8620 7 Feb, 21:09 Fix
  • General

    Improve player input locking logic

    TerminX r8619 7 Feb, 21:09 Fix
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    This fixes the issue with mouse input and viewscreens.

  • General

    Fix hilarious bug where holding the strafe modifier and pressing turn left/right moved the player in the wrong direction

    TerminX r8617 7 Feb, 21:09 Fix
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Build 8616

6 Feb 2020 · 13 commits · 1 author SVN
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  • General

    Revert "Hackish fix for spline interpolation crash in libxmp-lite"

    TerminX r8616 6 Feb, 14:01 Fix
  • General

    Patch from Nuke.YKT to fix a sprite rendering issue in Polymost

    TerminX r8611 6 Feb, 14:01 FixEngine
  • General

    Minor clipping fix

    TerminX r8608 6 Feb, 14:00 Fix
  • General

    Fix issue with trying to pump a nonexistent SDL event queue when in the middle of changing resolutions

    TerminX r8607 6 Feb, 14:00 Fix
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January 2020 2 builds · 11 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

    Fix issue where the skill selection voice sometimes blocked playback of the E1L1 map entry voice

    TerminX r8564 29 Jan, 03:37 Fix
  • General

    Hackish fix for spline interpolation crash in libxmp-lite

    TerminX r8561 29 Jan, 03:37 Fix
  • 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
Open the build to see all 38 commits

December 2019 5 builds · 10 commits

Build 8422

9 Dec 2019 · 1 commit · 1 author SVN
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  • General

    Revert "Windows: Remove keyboard layout switching entirely"

    TerminX r8422 9 Dec, 01:43 Fix
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    This change was not well thought out and breaks a number of things for users of foreign keyboards. Unfortunately, we are still at a point where removing keyboard layout switching is a QOL downgrade.

Build 8413

8 Dec 2019 · 1 commit · 1 author SVN
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  • General

    This should fix rare stalls of several seconds when changing window focus on some Windows systems, related to changing the keyboard layout

    TerminX r8413 8 Dec, 01:20 Fix

Build 8412

7 Dec 2019 · 45 commits · 1 author SVN
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  • General

    Fix SW compilation under VS

    TerminX r8412 7 Dec, 15:53 Fix
  • General

    Fix Mapster32 undo corruption issue

    TerminX r8411 7 Dec, 15:53 FixEngine
  • General

    Fix cacheAllSounds() being called before .def parsing... oops!

    TerminX r8404 7 Dec, 15:52 Fix
  • General

    Fix osdcmd_changelevel

    TerminX r8397 7 Dec, 15:52 Fix
  • General

    ENet fix to allow running on Windows XP again... completely untested tbh

    TerminX r8385 7 Dec, 15:51 Fix
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    This is not the only thing that breaks compatibility with XP, but this fixes the ENet part of it.

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Build 8367

7 Dec 2019 · 7 commits · 1 author SVN
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  • General

    This workaround doesn't appear to be necessary anymore

    TerminX r8364 7 Dec, 15:49 Fix
    Show details

    Moreover, I couldn't really find any information about the problem this was supposed to resolve when I attempted to research it. The code has already been #if 0'd out for a while.

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October 2019 5 builds · 19 commits

Build 8248

21 Oct 2019 · 1 commit · 1 author SVN
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  • General

    Fix keyboard layout change console message and make sure windowsPlatformCleanup() gets called from uninitsystem()

    TerminX r8248 21 Oct, 06:56 Fix

Build 8247

21 Oct 2019 · 7 commits · 1 author SVN
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  • 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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