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

Ottobre 2025

  • Increase mmulti.cpp's MAXPAKSIZE (size of pakbuf in bytes) to 2048.

    NY00123 227c11d scritto il 10 ott 2025 Build 10638 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 Build 10638 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.

Agosto 2025

Marzo 2025

Dicembre 2024

Giugno 2024

Dicembre 2023

Novembre 2023

  • If the texturecache.index file cannot be read, invalidate it

    Dino Bollinger 9b6aaed 13 nov, 22:26 Build 10528 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.

Ottobre 2023

  • add new TEXT_CENTERCONSTWIDTH flag for screentext to center glyphs within their allotted region in constant width mode

    TerminX 03a39f4 scritto il 18 ott 2023 Build 10514 Engine
  • respect xbetween value for screentext between chars in constant width mode

    TerminX 5997fee scritto il 18 ott 2023 Build 10514 Engine
  • only use debugbreak.h when actually debugging

    TerminX a75625a scritto il 14 ott 2023 Build 10514 Engine
  • undef SMMALLOC_DLL

    TerminX 72acfb7 scritto il 14 ott 2023 Build 10514 Engine
  • lower Polymost SCISDIST to 0.1f

    TerminX c07a22e scritto il 13 ott 2023 Build 10514 Engine
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    Prevents rendering errors with low fov.

  • avoid directly branching on the result of the CPUID instruction as it seems to contribute to setting off false malware reports

    TerminX a81f9ea scritto il 13 ott 2023 Build 10514 Engine
  • rip out GetSystemTimeAsFileTime() implementation of enet_gettime() as it seems to contribute to setting off false malware reports

    TerminX 2750168 scritto il 13 ott 2023 Build 10514 Engine
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    This would only ever have been used on systems we don't even support, like Windows 2000 and earlier.

  • #if 0 out Wine detection code as it seems to contribute to setting off false malware reports

    TerminX 38e8f14 scritto il 13 ott 2023 Build 10514 Engine
  • drop -mssse3 from x86_64 compile flags so the binary runs on Phenom II again

    TerminX 992ea99 scritto il 9 ott 2023 Build 10514 Engine
  • add warning if TROR somehow tries to draw the same wall more than once per frame

    TerminX f07e028 scritto il 29 set 2023 Build 10493 Engine
  • don't pass SDL_INIT_HAPTIC to SDL_InitSubSystem() because it's not actually used for game controllers

    TerminX e672ede 7 ott, 09:23 Build 10493 Engine
  • clarify windowsHandleFocusChange() logic

    TerminX 32ebc6c scritto il 4 ott 2023 Build 10493 Engine
  • disable glGetGraphicsResetStatus() stuff for now

    TerminX efb5fef scritto il 4 ott 2023 Build 10493 Engine
  • print sprite number and tile of sprite when clipsectnum >= MAXCLIPSECTORS in clipmove()

    TerminX 1cd3048 scritto il 12 set 2023 Build 10478 Engine
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    Kinda shit tier, but whatever.

Settembre 2023

  • Increase YAX_MAXCLIPSECTORS from 64 to 256

    Dino Bollinger 8feaf6c 26 set, 09:14 Build 10459 Engine
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    Some TROR layers were blocking hitscan shots because of the low limit.

  • Don't try to interpolate rotatesprite calls if the clock difference is negative.

    Jordon Moss c728274 scritto il 15 set 2023 Build 10455 Engine
  • avoid passing -1 as bunchnum to SECTORS_OF_BUNCH

    TerminX aa0e785 scritto il 6 set 2023 Build 10454 Engine
  • minor optimization of 209bc8793d0838bb02d487bd8a74e6199a9911d1 + similar blocks in fgrouscan

    TerminX 3799006 scritto il 6 set 2023 Build 10454 Engine
  • improve slope sprite interpolation on edges

    nukeykt 209bc87 scritto il 6 set 2023 Build 10454 Engine
  • update xxHash to 6f9771f2c014a703f151ac646d5f8074b6236c84

    TerminX 2499744 scritto il 5 set 2023 Build 10454 Engine
  • move glGetGraphicsReset() shenanigans to videoShowFrame()

    TerminX 49b2de7 scritto il 6 ago 2023 Build 10454 Engine
  • fix bugs with 90 degree texture rotation wall cstat bit

    TerminX d6d0ec1 scritto il 6 ago 2023 Build 10454 FixEngine
  • revert cache1d to mostly Ken's version

    TerminX 6cd3c9b scritto il 28 giu 2023 Build 10454 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.

  • update lz4 to 76106cba6fbbf8efb63d9fa90f052d384d212c56

    TerminX 9bce9a7 scritto il 26 giu 2023 Build 10454 Engine
  • additional sloped sprite clipping fixes

    TerminX 1c4c0a3 scritto il 27 mag 2023 Build 10454 FixEngine
  • Revert clipupdatesector() changes from df868267 and replace with a different approach

    Dino Bollinger bf731b2 5 set, 22:09 Build 10434 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.