EDuke32 Changelog Unofficial archive

Build 10636

14 October 2025 · 6 commits by 1 author · GIT

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Original log file · 20251014-10636.txt
commit fdbcb0b78094eac381d07d04db09e2805333c6ca
Author: NY00123 <ny00@outlook.com>
Date:   Tue Oct 14 21:39:42 2025 +0300

    SW: Improve prediction of interpolated bob_z value
    
    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.

commit 964ce88eb893717a6ddf3a3a9204b31eb04d78b5
Author: NY00123 <ny00@outlook.com>
Date:   Tue Oct 14 20:02:20 2025 +0300

    SW: Fixed player movement prediction, now actually based on predicted angle

commit 8c882027709c22b22d54d6b6b7bed651464419cb
Author: NY00123 <ny00@outlook.com>
Date:   Mon Oct 13 09:44:09 2025 +0300

    SW: Fix switch to double Uzi for multiplayer games upon pick-up of second Uzi

commit 1ca030ffca469832eb66df7f516b652d78295d26
Author: NY00123 <ny00@outlook.com>
Date:   Sun Oct 12 23:58:29 2025 +0300

    SW: Simplify HandleWeaponAutoSwitch usage to go through the DamageData array

commit 29693743ef284966942115b3b49f5629e5ca3967
Author: NY00123 <ny00@outlook.com>
Date:   Sun Oct 12 22:33:04 2025 +0300

    SW: Fix multiplayer sync errors with the weapon auto-switching toggle
    
    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.

commit aca3d385c29d8e3d2621bb0ff9481f0169bd6ab6
Author: NY00123 <ny00@outlook.com>
Date:   Sun Oct 12 22:31:01 2025 +0300

    SW: Introduce new weapon auto-switch PF2 flags for a follow-up commit

See https://voidpoint.io/terminx/eduke32 for more details.
SW

Improve prediction of interpolated bob_z value

NY00123 14 Oct 2025, 21:39 UTC+3 fdbcb0b

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 Fix

Fixed player movement prediction, now actually based on predicted angle

NY00123 14 Oct 2025, 20:02 UTC+3 964ce88
SW Fix

Fix switch to double Uzi for multiplayer games upon pick-up of second Uzi

NY00123 13 Oct 2025, 09:44 UTC+3 8c88202
SW

Simplify HandleWeaponAutoSwitch usage to go through the DamageData array

NY00123 12 Oct 2025, 23:58 UTC+3 1ca030f
SW Fix

Fix multiplayer sync errors with the weapon auto-switching toggle

NY00123 12 Oct 2025, 22:33 UTC+3 2969374

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.

SW

Introduce new weapon auto-switch PF2 flags for a follow-up commit

NY00123 12 Oct 2025, 22:31 UTC+3 aca3d38