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 18 builds · 60 commits

Build 10427

4 Sep 2023 · 3 commits · 1 author GIT
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  • fix actors on lotag 1 sectors not being squishable

    Dino Bollinger da49d94 4 Sep, 19:29 FixEngine
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    Squishing is now prevented if SE7 is present (as previously intended), or when the actor is standing on submergible TROR water.

    Fixes
    terminx/eduke32#283
  • fix regressions with clipupdatesector() from df868267

    Dino Bollinger 1e3d72e 4 Sep, 18:31 FixEngine
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    This resolves a bug in Duke3D where the player couldn't move while shrunk if a TROR sector was present on the map. It also ensures that the original clipping is used if no TROR bunch is present inside the sector in question. This should reduce the amount of backwards-compatibility problems.

  • Fix clipmove() problems with TROR wall geometry resulting from commit 7f00d5ce

    Dino Bollinger 027baac 4 Sep, 15:40 FixEngine
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    The changes are now more conservative and only affect sprites on TROR layers.

Build 10422

3 Sep 2023 · 1 commit · 1 author GIT
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  • Improvements to A_RadiusDamage()

    Dino Bollinger 6a08b35 3 Sep, 21:28 Engine
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    - Add TROR-awareness in similar fashion to clipmove() and hitscan() - Continue scanning walls to damage even if MAXDAMAGESECTORS is reached - Increase MAXDAMAGESECTORS from 128 to 256

Build 10421

3 Sep 2023 · 1 commit · 1 author GIT
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  • Fix many cases in which cansee() would fail with TROR

    Dino Bollinger 86e5fe7 3 Sep, 21:13 FixEngine
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    This commit adds a failsafe which corrects the given origin and destination sectnums of the "cansee()" function, by checking if the corresponding (x,y,z) coordinates are actually contained within the given sectors. The problem with TROR in particular was that the calculation done to determine the point of intersection on the TROR layer requires the coordinates to be within the given sectnums. Else, cansee() would simply return 0, even if there was a clear line of sight. This should also implicitly fix any other cases where the coordinates of the cansee() call do not exactly match up with the given sectnums.

Build 10419

3 Sep 2023 · 5 commits · 3 authors GIT
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  • Fix sprite shadows being drawn on transparent TROR layers

    Dino Bollinger ce70981 3 Sep, 22:08 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 CON
  • Make some actors work properly with TROR

    Jordon Moss 19fd091 3 Sep, 13:19
  • Fix "return to center" triggering after CON_SAVE is executed

    Dino Bollinger b40d10a 3 Sep, 13:19 Fix
  • General

    Use buildvfs_exists in OutputFileCounter::opennextfile

    Hendricks266 598f9ff written 2 Sep 2023

Build 10414

3 Sep 2023 · 14 commits · 2 authors GIT
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  • Account for floor and ceiling slopes in renderAddTsprite

    Dino Bollinger 8300b70 written 31 Aug 2023 Engine
  • 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.

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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 18 builds · 67 commits

Build 10396

30 Aug 2023 · 4 commits · 1 author GIT
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Build 10392

28 Aug 2023 · 12 commits · 3 authors GIT
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Build 10380

27 Aug 2023 · 16 commits · 2 authors GIT
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  • General

    Use a tspr->clipdist bit to specify legacy voxels instead of tspr->cstat 48

    Hendricks266 6e6b82d 27 Aug, 03:10 Engine
  • Factor out tspr->clipdist accesses into local variable tsprflags

    Hendricks266 9a42fe3 27 Aug, 03:40 Engine
  • Factor out rendering tests for whether a sprite is a voxel

    Hendricks266 74ad105 27 Aug, 02:32 Engine
  • Ensure some hardcoded switch behavior maintains applicability only to wall sprites, not sloped (floor), consistent with the rest of the code

    Hendricks266 0c03ed3 27 Aug, 02:12 Engine
  • Enumify uses of CSTAT_SPRITE_ALIGNMENT (cosmetic cleanup)

    Hendricks266 33bac7c written 26 Aug 2023 Engine
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Build 10363

25 Aug 2023 · 7 commits · 3 authors GIT
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  • Properly reset Viewscreens when loading a savegame

    Dino Bollinger dd98c3e written 20 Aug 2023
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    Previously, they would get stuck in a deactivated state while the player was still in range.

  • 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 10351

17 Aug 2023 · 6 commits · 4 authors GIT
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