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 2019 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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Showing 88 builds · 202 commits

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December 2019 8 builds · 13 commits

Build 8486

22 Dec 2019 · 21 commits · 1 author SVN
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  • SW

    Fix crash issues when Track sprites are set up incorrectly

    Hendricks266 r8485 22 Dec, 02:21 FixEngine
  • Use old-style voxel loading so that ART animations are ignored

    Hendricks266 r8475 22 Dec, 02:20 Engine
  • Move voxel loading to common.cpp

    Hendricks266 r8474 22 Dec, 02:20 Engine
  • General

    Expose nextvoxid variable

    Hendricks266 r8471 22 Dec, 02:20 Engine
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    This allows game and defs to not overwrite each other's voxels.

  • General

    Don't predicate the construction of distrecip on voxoff[0][0]

    Hendricks266 r8470 22 Dec, 02:20 Engine
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    It's possible to load voxels after a call to dosetaspect.

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November 2019 3 builds · 5 commits

October 2019 3 builds · 11 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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Build 8134

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

    startgtk.game.cpp edits:

    NY00123 r8134 19 Oct, 00:28 FixEngine
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    1. Fix USE_OPENGL=0 builds. 2. Don't ignore the user's choice of BPP. 3. If eduke32.cfg has Polymer set to 1 and ScreenBPP set to 8 (e.g., the user changed from Polymer to Classic), don't tick Polymer and don't select an OpenGL mode.

September 2019 5 builds · 6 commits

Build 8097

15 Sep 2019 · 1 commit · 1 author SVN
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  • General

    polymost.cpp: fix buffer overflow issue in uploadpalswap() & correct the code to initialize an extra row of black pixels

    pogokeen r8097 15 Sep, 17:17 FixEngine

August 2019 14 builds · 19 commits