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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May 2020

  • cleanups and consolidations

    TerminX 09dc0cc written 21 May 2020 Build 9040
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    Zeroing of fields when starting playback moved to common functions, revised allocation of memory for FLAC, Vorbis, XA, and XMP, addition of "snd_lazyalloc" cvar to control reusal of memory blocks allocated for Vorbis, XA, and XMP playback, other misc code cleanup.

  • less nasty looking MV_Voices[] allocation

    TerminX 6e54cbb written 20 May 2020 Build 9040 Fix
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    This removes the +2 bytes at the end of the allocation--I checked out the valgrind_errors.log referenced by the deleted comment and it looks like the issue fixed by 2e2e0e3af3378734c4f0b890c6b4d10253628416. This is the commit to revert if weird audio crashes start happening.

  • further tweak swinging door behavior

    TerminX b164d94 written 20 May 2020 Build 9040
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    This adds a z position check to the collision check that controls the reversing swinging door behavior.

  • fix poorly written time comparison in vsync handling

    TerminX 1c7b657 written 20 May 2020 Build 9040 FixEngine
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    This only affected KMT mode, and only on certain system configurations.

  • Fix breaking glass

    Hendricks266 02eff8c 22 May, 16:04 Build 9028 Fix
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  • General

    sw/src/demo.cpp:DemoPlayBack: Add a call to timerUpdateClock, which

    NY00123 9a9418b 22 May, 17:36 Build 9028 Engine
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    is now required. Previously, it would be called from faketimerhandler, which in turn is called from the engine.

  • General

    sw/src/copysect.cpp: Temporarily disable interpolation of sector object

    NY00123 07eba99 22 May, 14:11 Build 9028 FixEngine
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    if any of its sectors is impacted by CopySectorWalls. Fixes a possible flicker with the drill at the end of level 2.

  • SW

    Don't interpolate a sector object if the corresponding lasttic value is 0

    NY00123 3da461b 22 May, 14:07 Build 9028 Engine
  • SW

    Add the macro SO_EMPTY and use it instead of

    NY00123 09d3c60 22 May, 15:11 Build 9028
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    separate checks of the form sop->xmid == INT32_MAX

  • General

    sw/src/sync.cpp:SOSync: Remove commented out code

    NY00123 4c97870 22 May, 14:51 Build 9028
  • SW

    Remove unused DoubleInitAWE32 variable

    NY00123 0d75325 22 May, 09:45 Build 9028
  • SW

    Modify getinput to update oq16ang/oq16horiz with the same amount

    NY00123 ac45341 22 May, 02:29 Build 9028
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    of change that camq16ang/camq16horiz gets. Such an update is possible after making sure that UpdateInputs (faketimerhandler) is never called from domovethings.

  • General

    sw/src/network.cpp: Remove from UpdateInputs the checks of totalclock

    NY00123 f0e94f0 22 May, 02:13 Build 9028
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    and ready2send and the call to timerUpdateClock, which are now done before calling UpdateInputs itself from RunLevel.

  • General

    Rename faketimerhandler -> UpdateInputs and keep an empty

    NY00123 2d77a81 22 May, 02:23 Build 9028
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    faketimerhandler stub in SW. This basically deprecates the usage of faketimerhandler in the game.

  • General

    sw/src/game.cpp:RunLevel: Call faketimerhandler in a loop, based on code

    NY00123 ffccc7c 22 May, 02:03 Build 9028
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    from EDuke32-OldMP. Main difference from EDuke32-OldMP is that this is done even while staying in the menu; Behaviors will otherwise break. We should also call timerUpdateClock() before the loop, especially after removing the call to this function from faketimerhandler soon.

  • SW

    Remove commented out code accessing non-existing variable

    NY00123 c79af65 22 May, 02:07 Build 9028
  • SW

    Remove FAKETIMERHANDLER and calls to faketimerhandler via this macro

    NY00123 5f16a9a 22 May, 01:35 Build 9028
  • SW

    While not exactly a favorite of mine, this fixes the floorz updates

    NY00123 0f0cc93 written 21 May 2020 Build 9028 FixEngine
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    of the secret rotating pillar in level 1 with SO interpolation. The drill in level 2 is also covered. So far, SetVatorActive seems to be the only place where interpolation of ceiling/floorz may be set, outside of the SO interpolation code.

  • SW

    Fail gracefully from WarpToArea instead of aborting

    Hendricks266 d473e60 written 22 May 2020 Build 9014
  • SW

    Clear the background during cinematics

    Hendricks266 cf3f6a1 written 22 May 2020 Build 9014
  • SW

    Add -j<dir> command line parameter

  • Fix logical error in ifmatch size, plus cleanup

    Hendricks266 e7a5a29 21 May, 22:55 Build 9014 Fix
  • Only pass --high-entropy-va when we pass --dynamicbase

  • this bit of the main loop needs to go

    TerminX 01b8671 written 20 May 2020 Build 9009 Fix
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    The logic here is incorrect when considering anything run from within G_DoMoveThings() that may directly trigger drawing.

  • remove weird framejitter shit from FPS limiter because it doesn't do what I wanted it to

    TerminX 2876a38 written 20 May 2020 Build 9009 Engine
  • split chunks of main loop off into Net_DedicatedServerStdin() and G_DrawFrame()

    TerminX 8b733c1 written 20 May 2020 Build 9009
  • fix VS2019 16.6 build error

    TerminX 438ba9b written 20 May 2020 Build 9009 Fix
  • SW

    Allow Strafe Left and Right to turn vehicles

  • General

    Allow '.' to stand for 'this host' in the P2P mmulti host sequence

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    Same as JFBuild commit 274d8d886dde7cac081acf9698348d1168c18852

  • SW

    Remove pre-release software warning

    Hendricks266 48c8d3b written 21 May 2020 Build 9003
  • General

    Synchronize file extensions for GRP scanning between Duke 3D and SW

    Hendricks266 aee713b written 17 May 2020 Build 9003
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    This way running both from the same folder won't invalidate the cache.

  • SW

    Add forgotten call to FreeGroupsCache()

    Hendricks266 ba2dc69 written 17 May 2020 Build 9003
  • SW

    Fix warning: function 'MNU_ClearFlags' is not needed and will not be emitted [-Wunneeded-internal-declaration]

    Hendricks266 f8286c7 written 17 May 2020 Build 9003 Fix
  • SW

    Fix music volume slider

    Hendricks266 0e93318 written 18 Feb 2020 Build 9003 Fix
  • SW

    Add FOV slider

    Hendricks266 7c9331a written 18 Feb 2020 Build 9003
  • SW

    Add "Game Saved" message

    Hendricks266 3e9cbdd written 18 Feb 2020 Build 9003
  • SW

    Fall back gracefully if map mirror tags are not fully correct

    Hendricks266 c1db471 written 18 Feb 2020 Build 9003
  • SW

    Instrument Saveables with debug_break

    Hendricks266 1fe56a7 written 18 Feb 2020 Build 9003
  • SW

    Add PanelSpriteFunc values to saveables

    Hendricks266 c19a28c written 18 Feb 2020 Build 9003
  • SW

    Afraid that we should disable almost all kinds of SOs in multiplayer

    NY00123 07df0eb written 3 May 2020 Build 9003
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    for now, due to possible jitters. Currently leaving remote-controlled SOs.

  • SW

    Call FunctionKeys from getinput only if the latter is called

    NY00123 bb3ead1 written 1 May 2020 Build 9003 Fix
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    from faketimerhandler. This should fix the timing of playing an RTS file's sound and sending the corresponding message.

  • SW

    Fix aiming in coop view

    NY00123 5e14c8f written 1 May 2020 Build 9003 Fix
  • SW

    Don't interpolate a non-remote sector object controlled

    NY00123 00ed85d written 1 May 2020 Build 9003 Engine
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    by the player. Make sure looking up/down is still smooth.

  • SW

    Disable interpolation of sector objects that

    NY00123 5ea24e8 written 1 May 2020 Build 9003 Engine
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    don't move as smooth as possible in multiplayer

  • General

    Store sector object interpolation data in saved game

    NY00123 cac1045 written 1 May 2020 Build 9003 Engine
  • General

    Remove the preceding sprite interpolation functions, not needed anymore

    NY00123 8a4c9ba written 1 May 2020 Build 9003 Engine
  • SW

    Let's make use of interpso.*. Still need to do a few more things.

    NY00123 95485ac written 1 May 2020 Build 9003
  • General

    Add Sector Object interpolation menu toggle; Still having no impact.

    NY00123 b7dbf62 written 1 May 2020 Build 9003 Engine
  • SW

    Add the currently-unused interpso.* files, enabling interpolation

    NY00123 d3c0b9e written 1 May 2020 Build 9003 Engine
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    of sector objects as whole groups of points and sprite angles. The following goals are intended to be achieved with this code: - Make it easy to let the user toggle sector object interpolation. - Interpolate the angles of sprites carried by sector objects. - Use the right amount of samples for interpolating a sector object, depending on the players' locations, as done in the checks within DoSector. Unfortunately, modifying DoSector itself to unconditionally call MoveSectorObjects(sop, synctics) technically changes the way sectors move (in the logical sense), and was found out to make a specifically constructed user map unbeatable. - Make it easy to disable interpolation of a whole sector object in case of a need. This is especially important if such an object is controlled by a player in multiplayer, mostly since this isn't compatible with the way player prediction is working.

  • SW

    Add the currently unused InterpolateSO option.

    NY00123 9ea0503 written 1 May 2020 Build 9003 Engine
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    A known issue, which also applies to existing settings like the voxel toggle, is that its value gets written to the saved game, and when such a game is loaded, the its value gets overwritten by the one in the saved game. Options should move to settings.cfg later, anyway.