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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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Dicembre 2024 1 build · 1 commit

Marzo 2024 1 build · 3 commit

Build 10560

5 mar 2024 · 6 commit · 2 autori GIT
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  • Remove several unused variables and definitions

    Dino Bollinger f5cb424 scritto il 3 mar 2024
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    Including a leftover T_RENAMEFILE definition that was removed long ago

  • Separate viewscreen reset out into its own function

    Dino Bollinger c050921 scritto il 3 mar 2024
  • Refresh "gotsector", "radiusdmgstatnums" and "show2dsector" in Gv_RefreshPointers()

    Dino Bollinger 96bcd01 scritto il 3 mar 2024
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Dicembre 2023 1 build · 1 commit

Novembre 2023 1 build · 1 commit

Build 10528

13 nov 2023 · 1 commit · 1 autore GIT
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  • If the texturecache.index file cannot be read, invalidate it

    Dino Bollinger 9b6aaed 13 nov, 22:26 FixEngine
    Mostra dettagli

    This fixes a problem where the texcache file could grow without limit if something managed to corrupt the texcache index.

Settembre 2023 12 build · 32 commit

Build 10457

18 set 2023 · 2 commit · 1 autore GIT
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  • Generale

    Engine/Duke3D: Several changes to TROR traversal in clipping functions

    Dino Bollinger 46a4394 18 set, 00:37 FixEngine
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    * clipmove() - No longer traverses sectors once a distance limit is exceeded, and at most traverses 64 TROR sectors at once. * hitscan() - TROR sectors added to clipsectlist after regular next sectors. Only adds TROR sectors in a single direction, and at most 64 at once. * A_RadiusDamage - only add TROR sectors if inside damage radius. Also increase MAXDAMAGESECTORS to 512, same as MAXCLIPSECTORS. Fixes glitches and error spam in maps that make heavy use of TROR.

  • Only store boardfilename in the savegame if we have a usermap

    Dino Bollinger 90db601 scritto il 17 set 2023

Build 10434

5 set 2023 · 5 commit · 1 autore GIT
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  • Fix globalsound being broken in 3D Mode

    Dino Bollinger a2a6009 5 set, 17:36 FixEngine
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    This would previously attempt invalid array access with index -1.

  • Revert clipupdatesector() changes from df868267 and replace with a different approach

    Dino Bollinger bf731b2 5 set, 22:09 FixEngine
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    If the sector contains a TROR bunch, then whenever clipupdatesector() would normally return 1, instead run updatesector() and return 0 instead. The old approach did not work out in all situations. In Fury, certain flying enemies could not pass some TROR layers properly, and in AMC, trying to submerge in TROR water had the player glitch out on the surface. This exact approach had previously been used in AMC without any major issues for 2 years, before the recent TROR changes.

  • Rework the cansee() changes from 86e5fe7f to only affect TROR transitions

    Dino Bollinger 423a059 5 set, 19:33 Engine
    Mostra dettagli

    The problem with the previous version was that it didn't take overlapping geometry into account. This should be a more conservative approach that doesn't affect non-TROR uses of the cansee() function.

  • Add same sectnum checks as in hitscan() to A_RadiusDamage()

    Dino Bollinger 33c18eb 5 set, 17:30
  • Fix hitscan() and clipmove() by checking for invalid sectnums

    Dino Bollinger fa83f83 5 set, 17:28 FixEngine
    Mostra dettagli

    Invalid sectnums could previously be added to the clipsectlist if a hitscan shot passed a tror layer.

Build 10427

4 set 2023 · 3 commit · 1 autore GIT
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  • fix actors on lotag 1 sectors not being squishable

    Dino Bollinger da49d94 4 set, 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.

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

    Dino Bollinger 1e3d72e 4 set, 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 set, 15:40 FixEngine
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    The changes are now more conservative and only affect sprites on TROR layers.

Build 10422

3 set 2023 · 1 commit · 1 autore GIT
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  • Improvements to A_RadiusDamage()

    Dino Bollinger 6a08b35 3 set, 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 set 2023 · 1 commit · 1 autore GIT
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  • Fix many cases in which cansee() would fail with TROR

    Dino Bollinger 86e5fe7 3 set, 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 10414

3 set 2023 · 14 commit · 2 autori GIT
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  • Account for floor and ceiling slopes in renderAddTsprite

    Dino Bollinger 8300b70 scritto il 31 ago 2023 Engine
  • Fix tsprite cutoff if the sprite stretches across multiple TROR layers

    Dino Bollinger 29570f2 scritto il 31 ago 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 scritto il 31 ago 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 scritto il 30 ago 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 scritto il 30 ago 2023 FixEngine
    Mostra dettagli

    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 set 2023 · 1 commit · 1 autore GIT
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  • Completely revert attempted jitter fix from 5977025e

    Dino Bollinger e09200e scritto il 2 set 2023 Fix
    Mostra dettagli

    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.

Agosto 2023 10 build · 14 commit

Build 10363

25 ago 2023 · 7 commit · 3 autori GIT
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  • Properly reset Viewscreens when loading a savegame

    Dino Bollinger dd98c3e scritto il 20 ago 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 scritto il 19 ago 2023 Fix
    Mostra dettagli

    And apply some cleanup to the code in question.

    Risolve
    terminx/eduke32#275
    Coautore
    Evan Ramos
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