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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Febbraio 2026 1 build · 1 commit

Ottobre 2025 1 build · 1 commit

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.

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Marzo 2025 1 build · 1 commit

Dicembre 2024 1 build · 1 commit

Dicembre 2023 1 build · 2 commit

Build 10548

24 dic 2023 · 13 commit · 1 autore GIT
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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
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    This fixes a problem where the texcache file could grow without limit if something managed to corrupt the texcache index.

Settembre 2023 5 build · 15 commit

Build 10454

11 set 2023 · 18 commit · 2 autori GIT
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  • fix bugs with 90 degree texture rotation wall cstat bit

    TerminX d6d0ec1 scritto il 6 ago 2023 FixEngine
  • revert cache1d to mostly Ken's version

    TerminX 6cd3c9b scritto il 28 giu 2023 FixEngine
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    Throws out a half-assed refactor that seems to contain a mistake somewhere that results in occasional cache1d data corruption.

  • additional sloped sprite clipping fixes

    TerminX 1c4c0a3 scritto il 27 mag 2023 FixEngine
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Build 10434

5 set 2023 · 5 commit · 1 autore GIT
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  • 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.

  • Fix hitscan() and clipmove() by checking for invalid sectnums

    Dino Bollinger fa83f83 5 set, 17:28 FixEngine
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    Invalid sectnums could previously be added to the clipsectlist if a hitscan shot passed a tror layer.

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Build 10427

4 set 2023 · 3 commit · 1 autore GIT
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  • 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.

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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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  • 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
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    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.

  • Make clipupdatesector() TROR-aware with compatibility ENGINE_EDUKE32

    Dino Bollinger df86826 scritto il 16 ago 2023 FixEngine
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    When checking if a point (x,y,z) is contained within a sector, then if x,y is contained, but z is not, it also checks all attached TROR layers. This fixes terminx/eduke32#24

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Agosto 2023 5 build · 6 commit

Luglio 2023 1 build · 2 commit

Maggio 2023 1 build · 2 commit

Aprile 2023 1 build · 6 commit

Build 10212

5 apr 2023 · 44 commit · 2 autori GIT
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  • fix bugged hightile skyboxes in polymer when artmapping is enabled

    TerminX 0eba557 scritto il 20 mar 2023 FixEngine
  • in "draw tsprite before mask?" check, consider tile offsets for sloped sprites.

    Helixhorned 671a7bc scritto il 29 dic 2022 FixEngine
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    In 'GetCornerPoints()', fix condition for when to use 'get_floorspr_points()' to include sloped sprites as well.

  • in mask/tsprite sorting, NIFC tweaks (round 2: +1 local, +3 functions).

    Helixhorned 13d788c scritto il 21 dic 2022 FixEngine
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    - 'PolymostPrepareMasks()' - 'PolymostDrawMasks()' - 'DrawDebugSpriteOutlines()' In passing: - Declare once and reuse 'isPolymost' local - In '#if 0'-d debug code, fix an inconsistency and a call by an obsolete function name

  • fix Linux home directory detection issue, respect XDG_CONFIG_HOME env var

    TerminX ae9b0d4 scritto il 26 gen 2023 FixEngine
  • fix crash on old GPUs that don't support GL sampler objects

    TerminX 86465b5 scritto il 2 gen 2023 FixEngine
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Settembre 2022 5 build · 12 commit