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

  • Fix sprite shadows being drawn on transparent TROR layers

    Dino Bollinger ce70981 3 Sep, 22:08 Build 10419 FixEngine
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    Also fixes sprite shadows being drawn floating above floor slopes.

  • EVENT_PRE/POSTWEAPONSHOOT: Set ud.return[0]/userdef.return 1 to the number of the current shot we're processing in a burst

    Jordon Moss e062c6b 3 Sep, 13:19 Build 10419 CON
  • Make some actors work properly with TROR

  • Fix "return to center" triggering after CON_SAVE is executed

  • General

    Use buildvfs_exists in OutputFileCounter::opennextfile

    Hendricks266 598f9ff written 2 Sep 2023 Build 10419
  • Account for floor and ceiling slopes in renderAddTsprite

    Dino Bollinger 8300b70 written 31 Aug 2023 Build 10414 Engine
  • Fix tsprite cutoff if the sprite stretches across multiple TROR layers

    Dino Bollinger 29570f2 written 31 Aug 2023 Build 10414 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 Build 10414 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 Build 10414 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 Build 10414 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 Build 10414 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

  • General

    Fix build failure and warnings if YAX_ENABLE is undefined

  • SW

    Fix build error that originated from commit 003320f1

  • Disable Loguru's unsafe signal handler

    Dino Bollinger d890364 written 2 Sep 2023 Build 10414 Engine
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    With this enabled, a interrupt signal would lead to an infinite loop.

  • Fix mapart tiles not reloading properly on map change in Polymost

    Dino Bollinger 003320f written 1 Sep 2023 Build 10414 FixEngine
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    This only occurred between two maps that had mapart defined each.

    Fixes
    terminx/eduke32#220
  • Allow decreasing sprite repeat down to size of 1x1 in 3D mode

    Dino Bollinger a994380 written 1 Sep 2023 Build 10414 Engine
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    Note: this was already possible by manually editing the repeat.

  • Don't lock up the editor while testing a map

    Dino Bollinger 92ab31e written 1 Sep 2023 Build 10414 Engine
  • Add new tsprite flag TSPR_FLAGS_NO_GLOW (32, hex: 0x20)

    Dino Bollinger 996a2c9 written 1 Sep 2023 Build 10414 Engine
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    Prevents the game from showing the glowmap defined for the sprite. Applied to sprite shadows in Duke3D.

  • fix wall aligned sprite lwall calculation overflow

    nukeykt de42969 written 1 Sep 2023 Build 10414 FixEngine
  • Completely revert attempted jitter fix from 5977025e

    Dino Bollinger e09200e written 2 Sep 2023 Build 10400 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