EDuke32 Changelog Archivio non ufficiale

Cosa è cambiato in EDuke32, build per build

2.117 build · 8.866 commit · 25 autori · Ottobre 2009 – Agosto 2026

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Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Ottobre 2025 3 build · 20 commit

Build 10651

23 ott 2025 · 13 commit · 1 autore GIT
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  • SW

    Fix null pointer dereferences in case of showing inventory bar right before player kill

    NY00123 bf58c7b scritto il 21 ott 2025 Fix
  • SW

    Comment out definition and declaration of unused function _ErrMsg

    NY00123 8e1972a scritto il 21 ott 2025
  • SW

    Use TerminateWithMsg in _Assert

    NY00123 95ef384 scritto il 21 ott 2025
  • SW

    Use TerminateWithMsg in JS_DrawMirrors

    NY00123 26cfce5 scritto il 20 ott 2025
  • SW

    Use TerminateWithMsg in JS_PlockError as well

    NY00123 38465ff scritto il 20 ott 2025
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    There are unfortunate duplications of the shared string, but such occurrences don't seem to be that common so far.

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Build 10636

14 ott 2025 · 6 commit · 1 autore GIT
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  • SW

    Improve prediction of interpolated bob_z value

    NY00123 fdbcb0b 14 ott, 21:39
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    The addition of the "bob_z" field to the PREDICT struct might be unnecessary, technically speaking, but it probably won't hurt to ensure values are synced.

  • SW

    Fixed player movement prediction, now actually based on predicted angle

    NY00123 964ce88 14 ott, 20:02 Fix
  • SW

    Fix switch to double Uzi for multiplayer games upon pick-up of second Uzi

    NY00123 8c88202 scritto il 13 ott 2025 Fix
  • SW

    Simplify HandleWeaponAutoSwitch usage to go through the DamageData array

    NY00123 1ca030f scritto il 12 ott 2025
  • SW

    Fix multiplayer sync errors with the weapon auto-switching toggle

    NY00123 2969374 scritto il 12 ott 2025 Fix
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    This also permanently enables weapon auto-switching for PedanticMode. The idea here is that outside of pedantic mode, within multiplayer games, a new bit or more of the inspected player's Flags2 field will be set for the weapon. Afterwards, only for player no. myconnectindex, the function getinput will set loc->bits as if a matching key was pressed for selecting the weapon. loc->bits should be properly synced. Note that each player's structure, including Flags2, is reset within InitNewGame, but not from InitLevel as far as I may tell.

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Build 10630

8 ott 2025 · 1 commit · 1 autore GIT
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  • SW

    Fix voxels introducing glitched sprites in ROR sectors

    Hendricks266 be77ad3 8 ott, 20:45 FixEngine
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    6e6b82d — Use a tspr->clipdist bit to specify legacy voxels instead of tspr->cstat 48 (Build 10380)