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 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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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).

Build 10343

9 Aug 2023 · 5 commits · 3 authors GIT
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  • General

    Use SW_AddPathAndMusic in more places

    Hendricks266 847a511 9 Aug, 14:39
  • General

    Fix name and use of XDG_CONFIG_HOME environment variable

    Hendricks266 1dd11d8 written 7 Aug 2023 Fix
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    More cleanup to come.

  • SW

    Search XDG paths for music

    Colin Kinloch a8a96e0 written 4 Aug 2023
  • Fix pathsearchmode when using a .def which loads a GRP

    Dino Bollinger a55491e written 4 Aug 2023 FixEngine
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    Same fix as applied for Mapster32 in c7aa59b001

  • Remove "pathsearchmode" backup from menuselect()

    Dino Bollinger 8d4df72 written 4 Aug 2023 Engine
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    Hitting CTRL+F in Mapster32's map load menu, then exiting it with ESC would result in the next menu opening at the filesystem's root path, and not in the previously open folder.