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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September 2023 14 builds · 30 commits

Build 10414

3 Sep 2023 · 14 commits · 2 authors GIT
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  • Fix tsprite cutoff if the sprite stretches across multiple TROR layers

    Dino Bollinger 29570f2 written 31 Aug 2023 FixEngine
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    The sprite is now properly copied for each sector it stretches across.

  • Overhaul TROR handling for hitscan() and clipmove()

    Dino Bollinger 7f00d5c written 31 Aug 2023 FixEngine
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    - Vertically attached sectors are now added to the clipsectorlist - Entirely remove the previous TROR hack from hitscan() - Instead, hitscan() now also uses clipsectorlist, and detects whether a TROR transition floor or ceiling was hit. If so, any subsequent wall hits in the same sector are skipped. This fixes the following: - Collision and hitscan checks where a sprite stretches vertically across more than 2 TROR layers. - Hitscan shots being unable to clear sloped TROR surfaces. - A potential out-of-bounds array access in hitscan()

  • Add TROR-awareness to sprite clipping in hitscan()

    Dino Bollinger 98e4404 written 30 Aug 2023 FixEngine
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    Analogous to the previous commit, it also checks the sprites of the upper and lower TROR bunch of the sector. This handles the case where a sprite is intersecting layers, and fixes hitscan shots not hitting enemies properly in such cases.

  • Add TROR-awareness to sprite clipping in clipmove()

    Dino Bollinger 97ff45d written 30 Aug 2023 FixEngine
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    This makes it so that the sprites of the ceiling and floor bunch sectors of the sector being checked are also iterated over. This handles the case where a sprite is intersecting TROR layers, and fixes projectiles not hitting enemies properly in such cases.

  • Make clipupdatesector() TROR-aware with compatibility ENGINE_EDUKE32

    Dino Bollinger df86826 written 16 Aug 2023 FixEngine
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    When checking if a point (x,y,z) is contained within a sector, then if x,y is contained, but z is not, it also checks all attached TROR layers. This fixes terminx/eduke32#24

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Build 10400

1 Sep 2023 · 1 commit · 1 author GIT
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  • Completely revert attempted jitter fix from 5977025e

    Dino Bollinger e09200e written 2 Sep 2023 Fix
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    This caused two problems: - The change with AC_FZOFFSET caused BLOODPOOL to jitter in Duke3D - The change with water floors caused various actors to jitter in Fury More trouble than it's worth.

August 2023 10 builds · 21 commits

Build 10380

27 Aug 2023 · 16 commits · 2 authors GIT
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Build 10363

25 Aug 2023 · 7 commits · 3 authors GIT
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  • Fix keyboard function override message not showing the keys

    Dino Bollinger e8b7701 written 19 Aug 2023 Fix
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    And apply some cleanup to the code in question.

    Fixes
    terminx/eduke32#275
    Co-authored by
    Evan Ramos
  • Fix weapon behavior with FIREDELAY set to 1

    Jordon Moss 77c2b72 written 23 Aug 2023 Fix
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    Defer setting kickback_pic setting to lower block. Make adjustments to prevent errant behaviour this may cause.

  • Fix rapid-tap chaingun glitch

    Jordon Moss c462a20 written 23 Aug 2023 Fix
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    Behaves like Atomic Edition now. Avoids breaking WW2GI.

  • Fix OOB access

    Hendricks266 0b62f32 25 Aug, 18:01 FixEngine
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Build 10344

10 Aug 2023 · 1 commit · 1 author GIT
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  • Fix z interpolation problems in VM_Fall() and A_Fall()

    Dino Bollinger 5977025 written 7 Aug 2023 FixEngine
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    This prevents a visual jitter effect from sprites that aren't moving, but use the "fall" command in a water sector (zombie actors, pickups, etc).

July 2023 2 builds · 8 commits

Build 10332

30 Jul 2023 · 10 commits · 3 authors GIT
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  • Fix cstat parameter in "classicDrawVoxel()" being int8_t instead of int16_t

    Dino Bollinger 12d50cc written 29 Jul 2023 FixEngine
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    Also fix an error log message in engine.cpp logging the wrong variable.

  • Fix parameter in "polymost_drawtilescreen" being called "wallnum" instead of "tilenum"

    Dino Bollinger 2e51783 written 29 Jul 2023 FixEngine
  • General

    Duke3D/Editor: Add "whilevare" CON command

    Dino Bollinger cdde5f0 written 28 Jul 2023 FixCON
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    Also fix editor checking for "else" tokens on whilevarl.

  • Fix typo in PR light offset for EXPLOSION2.

    NY00123 d0fab2b written 7 Jul 2023 FixEngine
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    Also fixes attempts to read data for sprite no. -1 in case of no parent sprite.

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Build 10321

2 Jul 2023 · 9 commits · 2 authors GIT
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  • Fix FURY=1 build removing the "obj/fury/" folder after linking.

    Dino Bollinger 8c30602 2 Jul, 17:28 FixEngine
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    This bug was introduced in 36af1bb2 and caused the subsequent mapster32 linking to fail. The obj dump folder now has "_dump" as suffix. For regular duke3d builds, this temp folder had the name "obj/eduke32", and hence did not conflict with the "obj/duke3d" folder.

  • General

    Fix crash on init with microprofile when GL is not available at runtime

    Hendricks266 81ecca8 written 25 Jun 2023 Fix
  • General

    Fix crash on exit when GL is not available at runtime

    Hendricks266 5b9f308 written 25 Jun 2023 Fix
  • General

    Fix crash on `setrendermode 3` when GL is not available at runtime

    Hendricks266 3dde3d2 written 25 Jun 2023 Fix
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June 2023 3 builds · 12 commits

Build 10303

9 Jun 2023 · 18 commits · 1 author GIT
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May 2023 5 builds · 29 commits

Build 10285

29 May 2023 · 17 commits · 1 author GIT
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  • General

    Quick fixes for winlayer warnings

    Hendricks266 726e725 29 May, 06:27 Fix
  • General

    Quick fixes for winlayer errors

    Hendricks266 09361c0 written 28 May 2023 Fix
  • SW

    Fix minor warnings

    Hendricks266 21bdc91 29 May, 07:24 Fix
  • General

    Fix warning: implicit truncation from 'int' to a one-bit wide bit-field changes value from 1 to -1 [-Wsingle-bit-bitfield-constant-conversion]

    Hendricks266 259bf7b 29 May, 07:20 Fix
  • SW

    Fix warning: 'basepal_' violates the C++ One Definition Rule [-Wodr]

    Hendricks266 d6d19b2 29 May, 06:17 Fix
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    I don't understand how something in SW's common_game.h could conflict with Duke3D's common_game.h right now, but it did.

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