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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Dicembre 2023 1 build · 6 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.

Ottobre 2023 3 build · 14 commit

Build 10514

22 ott 2023 · 20 commit · 1 autore GIT
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  • 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 Engine
  • respect xbetween value for screentext between chars in constant width mode

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

    TerminX a75625a scritto il 14 ott 2023 Engine
  • undef SMMALLOC_DLL

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

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

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Build 10493

7 ott 2023 · 15 commit · 1 autore GIT
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  • add warning if TROR somehow tries to draw the same wall more than once per frame

    TerminX f07e028 scritto il 29 set 2023 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 Engine
  • clarify windowsHandleFocusChange() logic

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

    TerminX efb5fef scritto il 4 ott 2023 Engine
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Settembre 2023 7 build · 27 commit

Build 10454

11 set 2023 · 18 commit · 2 autori GIT
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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.

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

    Dino Bollinger 423a059 5 set, 19:33 Engine
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    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.

  • 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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  • 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
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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.

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Agosto 2023 10 build · 18 commit

Build 10351

17 ago 2023 · 6 commit · 4 autori GIT
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