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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June 2020 1 build · 1 commit

Build 9083

6 Jun 2020 · 7 commits · 2 authors GIT
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  • SW

    This should hopefully be a better way of fixing the lack of

    NY00123 5b33797 written 27 May 2020 FixEngine
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    interpolation of player turning/aiming/movement, while being carried by a sector object, without SO interpolation. This is a continuation of 73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1, aiming to fix a jitter in case the player is continuously getting pushed by a wall (e.g., on the boat in level 5). Basically, this moves the relevant assignments from track.cpp:MovePlayer and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these functions has been missed, pushwall and clipmove can be called from player.cpp in the following instances, which should be covered: - Via DoPlayerMove, which is the function getting the fix now. - Via DoPlayerSlide, which is called in the beginning of DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade, followed by DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerDive, followed by DoPlayerMove if the player doesn't stop diving.

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May 2020 2 builds · 9 commits

Build 9028

22 May 2020 · 14 commits · 2 authors GIT
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  • SW

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

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

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

    NY00123 0f0cc93 written 21 May 2020 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.

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Build 9003

20 May 2020 · 48 commits · 3 authors GIT
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  • SW

    Don't interpolate a non-remote sector object controlled

    NY00123 00ed85d written 1 May 2020 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 Engine
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    don't move as smooth as possible in multiplayer

  • SW

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

    NY00123 d3c0b9e written 1 May 2020 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 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.

  • SW

    Add the oangdiff field to USER struct as suggested by Hendricks,

    NY00123 c7125c9 written 1 May 2020 Engine
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    and use it in MovePoints. This will be used for interpolating the angles of sprites carried by SOs soon.

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April 2020 1 build · 1 commit

March 2020 2 builds · 2 commits