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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Novembre 2025 1 build · 1 commit

Ottobre 2025 4 build · 22 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 10638

16 ott 2025 · 2 commit · 1 autore GIT
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  • Increase mmulti.cpp's MAXPAKSIZE (size of pakbuf in bytes) to 2048.

    NY00123 227c11d scritto il 10 ott 2025 FixEngine
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    This appeared to fix a long-standing issue, where a relatively high ping between two players (say, about 750ms) could start increasing over time due to accumulated messages not being sent sufficiently fast.

  • Log a warning from mmulti.cpp:dosendpackets in case output pakbuf lacks space for all data.

    NY00123 d023544 scritto il 10 ott 2025 Engine
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    Do so with a given threshold, i.e., turn off the warning until there are 16 consecutive calls to dosendpackets in which pakbuf has enough space for all data to send.

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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    Segue
    6e6b82d — Use a tspr->clipdist bit to specify legacy voxels instead of tspr->cstat 48 (Build 10380)

Settembre 2025 2 build · 3 commit

Agosto 2025 1 build · 3 commit

Build 10626

13 ago 2025 · 3 commit · 3 autori GIT
Apri la build
  • Generale

    Fix bug with unit art loading

    Hendricks266 126f35c scritto il 12 ago 2025 Fix
  • Add userdef quote_yoffset

    oasiz 1a12682 13 ago, 18:17 CON
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    Allows adjustable Y-offset for in-game quotes from CON. Input expects higher precision coordinates similar to rotatesprite16.

  • flush colmatch cache if input data is changed

    nukeykt b9985fe scritto il 4 lug 2025 Engine

Luglio 2025 2 build · 3 commit

Build 10622

3 lug 2025 · 2 commit · 1 autore GIT
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  • Fix lighting preview when multiple SEs are in a sector

    oasiz dfb9760 scritto il 30 giu 2025 FixEngine
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    Adds a failsafe for when multiple SE12, SE3 or SE4 are in a single sector by only accounting for the first one (Lowest sprite #ID) This prevents the lighting preview from causing permanent shade changes to a map as it can only store the original map state for one SE sprite per sector.

  • Add EVENT_OPERATEACTIVATORS

    oasiz 506ca57 scritto il 30 giu 2025 FixEngineCON
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    EVENT_OPERATEACTIVATORS is run against each STAT_ACTIVATOR with a matching lotag when a typical Duke3D button/touchplate is triggered. Current sprite will be stored in THISACTOR and setting RETURN -1 will skip the normal processing of any remaining activator logic. This does not work with Masterswitches as they use a completely different logic instead.

    Risolve
    terminx/eduke32#323

Giugno 2025 1 build · 1 commit

Aprile 2025 1 build · 1 commit

Marzo 2025 2 build · 9 commit

Build 10617

15 mar 2025 · 8 commit · 2 autori GIT
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Mostra gli altri 3 commit di questa build

Febbraio 2025 1 build · 1 commit