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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Showing 2020 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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Showing 68 builds · 152 commits

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February 2020 6 builds · 13 commits

Build 8642

12 Feb 2020 · 1 commit · 1 author SVN
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  • General

    polymost.cpp: In gloadtile_art_indexed(), reallocate a texture when the tile changes dimensions even if it is shrinking

    pogokeen r8642 12 Feb, 01:03 Engine

Build 8603

1 Feb 2020 · 27 commits · 1 author SVN
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  • SW

    Clamp tsprz of Bouncing Betty mines to their floorz if beneath the floor

    Hendricks266 r8597 1 Feb, 22:41 FixEngine
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    This fixes their invisibility in Polymost.

  • General

    SW, KenBuild: Update checks for using voxels

    Hendricks266 r8596 1 Feb, 22:41 Engine
  • SW

    Add Redux's workaround for glitchy fist HUD sprites in widescreen

    Hendricks266 r8589 1 Feb, 22:40 FixEngine
  • SW

    Fix mirrors in Polymost

    Hendricks266 r8588 1 Feb, 22:40 FixEngine
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    Thanks to NY00123.

  • Use a 16-gon instead of an octagon if an ART sky has >8 panels

    Hendricks266 r8579 1 Feb, 22:40 Engine
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    Backported from NBlood.

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January 2020 2 builds · 7 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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