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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Stai vedendo il 2023 · selezionalo di nuovo per vedere tutti gli anni
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Settembre 2023 18 build · 60 commit

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
    Mostra dettagli

    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
    Mostra dettagli

    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
    Mostra dettagli

    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
    Mostra dettagli

    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 set 2023 · 5 commit · 3 autori GIT
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  • Fix sprite shadows being drawn on transparent TROR layers

    Dino Bollinger ce70981 3 set, 22:08 FixEngine
    Mostra dettagli

    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 set, 13:19 CON
  • Make some actors work properly with TROR

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

    Dino Bollinger b40d10a 3 set, 13:19 Fix
  • Generale

    Use buildvfs_exists in OutputFileCounter::opennextfile

    Hendricks266 598f9ff scritto il 2 set 2023

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
    Mostra dettagli

    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
    Mostra dettagli

    - 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
    Mostra dettagli

    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 18 build · 67 commit

Build 10396

30 ago 2023 · 4 commit · 1 autore GIT
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Build 10392

28 ago 2023 · 12 commit · 3 autori GIT
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Build 10380

27 ago 2023 · 16 commit · 2 autori GIT
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  • Generale

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

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

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

    Hendricks266 74ad105 27 ago, 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 ago, 02:12 Engine
  • Enumify uses of CSTAT_SPRITE_ALIGNMENT (cosmetic cleanup)

    Hendricks266 33bac7c scritto il 26 ago 2023 Engine
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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
    Mostra dettagli

    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
  • Fix weapon behavior with FIREDELAY set to 1

    Jordon Moss 77c2b72 scritto il 23 ago 2023 Fix
    Mostra dettagli

    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 scritto il 23 ago 2023 Fix
    Mostra dettagli

    Behaves like Atomic Edition now. Avoids breaking WW2GI.

  • Fix OOB access

    Hendricks266 0b62f32 25 ago, 18:01 FixEngine
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Build 10351

17 ago 2023 · 6 commit · 4 autori GIT
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