EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

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SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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June 2020 2 builds · 36 commits

Build 9083

6 Jun 2020 · 7 commits · 2 authors GIT
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  • General

    Fix a possible jitter upon changing the player's action

    NY00123 23173ae written 5 Jun 2020 Fix
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    (e.g., beginning to jump, or landing on ground); Reproduced with the input being tied to framerate while SO interpolation is toggled on. This involves the following modifications: - PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set from various DoPlayerBegin* functions, allowing the player to continue turning/aiming as usual (right before the next call to domovethings), even in specific instances of player action changes. - If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and after calling pp->DoPlayerAction from domovethings altogether, ensure that the player's oq16ang/oq16horiz is updated by making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed. This change is not applied for a dead player, though.

  • General

    sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test

    NY00123 b47b123 written 27 May 2020
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    in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake. The interpolation should still apply, albeit not while the viewing angle is changed via the player's own input. We should also continue interpolating in coop view.

  • SW

    This should hopefully be a better way of fixing the lack of

    NY00123 5b33797 written 27 May 2020 FixEngine
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    interpolation of player turning/aiming/movement, while being carried by a sector object, without SO interpolation. This is a continuation of 73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1, aiming to fix a jitter in case the player is continuously getting pushed by a wall (e.g., on the boat in level 5). Basically, this moves the relevant assignments from track.cpp:MovePlayer and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these functions has been missed, pushwall and clipmove can be called from player.cpp in the following instances, which should be covered: - Via DoPlayerMove, which is the function getting the fix now. - Via DoPlayerSlide, which is called in the beginning of DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade, followed by DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerDive, followed by DoPlayerMove if the player doesn't stop diving.

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May 2020 3 builds · 56 commits

Build 9048

26 May 2020 · 7 commits · 1 author GIT
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  • SW

    Call OSD_DisplayQueued in DemoPlayback,

    NY00123 e32f897 26 May, 22:41
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    so OSD commands can have an effect from here

  • SW

    Remove TitleLevel (probably dating back to 1995 prototype builds)

    NY00123 0b98044 26 May, 22:23
  • SW

    Remove DemoOverride, ScenePlayBack and SceneLevel

    NY00123 d2dd9f0 26 May, 22:20
  • General

    SW - interpso.cpp: Imperfect hack for jittery coolies in level 1's train

    NY00123 88dc223 26 May, 22:09 Engine
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    (with SO interpolation turned on). It would be nicer to have something better structured than the given hack, but this currently seems to work, while not breaking the sprites on the boat in the beginning of level 5.

  • General

    sw/src/interpso.cpp:so_dointerpolations:

    NY00123 b62927e 26 May, 21:27
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    Move ratio calculation out of inner loop.

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Build 9028

22 May 2020 · 14 commits · 2 authors GIT
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  • General

    sw/src/demo.cpp:DemoPlayBack: Add a call to timerUpdateClock, which

    NY00123 9a9418b 22 May, 17:36 Engine
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    is now required. Previously, it would be called from faketimerhandler, which in turn is called from the engine.

  • General

    sw/src/copysect.cpp: Temporarily disable interpolation of sector object

    NY00123 07eba99 22 May, 14:11 FixEngine
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    if any of its sectors is impacted by CopySectorWalls. Fixes a possible flicker with the drill at the end of level 2.

  • SW

    Don't interpolate a sector object if the corresponding lasttic value is 0

    NY00123 3da461b 22 May, 14:07 Engine
  • SW

    Add the macro SO_EMPTY and use it instead of

    NY00123 09d3c60 22 May, 15:11
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    separate checks of the form sop->xmid == INT32_MAX

  • General

    sw/src/sync.cpp:SOSync: Remove commented out code

    NY00123 4c97870 22 May, 14:51
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Build 9003

20 May 2020 · 48 commits · 3 authors GIT
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  • SW

    Afraid that we should disable almost all kinds of SOs in multiplayer

    NY00123 07df0eb written 3 May 2020
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    for now, due to possible jitters. Currently leaving remote-controlled SOs.

  • SW

    Call FunctionKeys from getinput only if the latter is called

    NY00123 bb3ead1 written 1 May 2020 Fix
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    from faketimerhandler. This should fix the timing of playing an RTS file's sound and sending the corresponding message.

  • SW

    Fix aiming in coop view

    NY00123 5e14c8f written 1 May 2020 Fix
  • SW

    Don't interpolate a non-remote sector object controlled

    NY00123 00ed85d written 1 May 2020 Engine
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    by the player. Make sure looking up/down is still smooth.

  • SW

    Disable interpolation of sector objects that

    NY00123 5ea24e8 written 1 May 2020 Engine
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    don't move as smooth as possible in multiplayer

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April 2020 2 builds · 36 commits

Build 8863

14 Apr 2020 · 13 commits · 1 author GIT
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  • General

    Use pragma pack in sw/src/network.h instead of the locally defined

    NY00123 cca9170 14 Apr, 22:59 Fix
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    PACKED macro. This is more consistent with the current Duke3D codebase, and further fixes build with older versions of MinGW GCC, in which attribute packed is broken without specifying -mno-ms-bitfields.

  • SW

    Remove unused wfe_Clock variable

    NY00123 1051f00 14 Apr, 22:35
  • General

    sw/src/game.cpp: Add missing wfe_Esc callback from

    NY00123 4f83a75 14 Apr, 22:31
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    SW 1.2 after minor adjustments. Originally recreated for sw-src-and-build-addendum-20190129.7z.

  • General

    Fix usage of possibly wrong address in sw/src/player.cpp:DoPlayerHorizon

    NY00123 e572a42 14 Apr, 21:09 Fix
  • General

    mmulti.cpp: Change PAKRATE to 250 (4ms) as previously done in SVN r365,

    NY00123 adba7fa 14 Apr, 20:42
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    and also as currently in use in EDuke32-OldMP.

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Build 8846

12 Apr 2020 · 30 commits · 2 authors GIT
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  • General

    Add mjr4077au to the VoidSW credits

    NY00123 12086ff 12 Apr, 23:52
  • SW

    Rename q16avel -> q16angvel and q16horz -> q16aimvel.

    NY00123 234a272 12 Apr, 23:28
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    While it is understandable that avel and horz came from Duke3D, having both q16horiz and q16horz in the updated SW_PACKET struct can be confusing, and the alternative notation is more consistent with the original struct field names of angvel and aimvel, as well as the differing uses of the name angvel still present in player.cpp.

  • General

    SW (DoPlayerTurn): The 180-degrees turns should be clockwise

    NY00123 1f5a4cf written 11 Apr 2020
  • General

    sw/src/player.cpp:PlayerAutoLook: Modify function to

    NY00123 62c2ab0 written 11 Apr 2020
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    test for PF_MOUSE_AIMING_ON only if PEDANTIC_MODE == FALSE

  • General

    Revert SVN commit 8677; It wasn't sufficient in case

    NY00123 1972c16 written 5 Apr 2020 Fix
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    one of the players toggled mouse aiming in the middle of a game, and it worked even worse in Master/Slave mode. Additionally, tying input to frame rate made the problem disappear.

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