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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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Giugno 2020 18 build · 32 commit

Build 9059

2 giu 2020 · 1 commit · 1 autore GIT
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  • Generale

    Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.

    Jordon Moss b6d9751 scritto il 1 giu 2020 FixEngine

Maggio 2020 10 build · 35 commit

Build 9053

28 mag 2020 · 4 commit · 1 autore GIT
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  • improve nextsectorneighborz() return value checks

    TerminX 0224524 scritto il 25 mag 2020 Engine
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    Improves the messages printed to console when bailing out of sector effect processing due to nextsectorneighborz() returning -1. This also adds such a check to ST_21_FLOOR_DOOR, which was missing it entirely. (!!)

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Build 9048

26 mag 2020 · 7 commit · 1 autore GIT
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  • Generale

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

    NY00123 88dc223 26 mag, 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.

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Build 9040

25 mag 2020 · 12 commit · 1 autore GIT
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  • use an additional bitmap in clipupdatesector() to mark which sectors have been checked with inside()

    TerminX 453f774 scritto il 23 mag 2020 Engine
  • disable annoying clipupdatesector() console warning in release builds

    TerminX 4bb2678 scritto il 23 mag 2020 Engine
  • make a few things in clipmove() const that I must have missed the last time I worked on it

    TerminX 23b0d6b scritto il 23 mag 2020 Engine
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    Not a particularly exciting set of changes.

  • better handle the GL driver enforcing a particular SwapInterval

    TerminX bb8db7d scritto il 23 mag 2020 Engine
  • fix poorly written time comparison in vsync handling

    TerminX 1c7b657 scritto il 20 mag 2020 FixEngine
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    This only affected KMT mode, and only on certain system configurations.

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Build 9028

22 mag 2020 · 14 commit · 2 autori GIT
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  • Generale

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

    NY00123 9a9418b 22 mag, 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.

  • Generale

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

    NY00123 07eba99 22 mag, 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 mag, 14:07 Engine
  • SW

    While not exactly a favorite of mine, this fixes the floorz updates

    NY00123 0f0cc93 scritto il 21 mag 2020 FixEngine
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    of the secret rotating pillar in level 1 with SO interpolation. The drill in level 2 is also covered. So far, SetVatorActive seems to be the only place where interpolation of ceiling/floorz may be set, outside of the SO interpolation code.

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Build 9003

20 mag 2020 · 48 commit · 3 autori GIT
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  • SW

    Don't interpolate a non-remote sector object controlled

    NY00123 00ed85d scritto il 1 mag 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 scritto il 1 mag 2020 Engine
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    don't move as smooth as possible in multiplayer

  • Generale

    Store sector object interpolation data in saved game

    NY00123 cac1045 scritto il 1 mag 2020 Engine
  • Generale

    Remove the preceding sprite interpolation functions, not needed anymore

    NY00123 8a4c9ba scritto il 1 mag 2020 Engine
  • Generale

    Add Sector Object interpolation menu toggle; Still having no impact.

    NY00123 b7dbf62 scritto il 1 mag 2020 Engine
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Build 8937

15 mag 2020 · 7 commit · 1 autore GIT
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  • bypass SDL_SetWindowGrab on Windows

    TerminX 0f6a696 scritto il 14 mag 2020 Engine
  • add yax_getflorzofslope() and yax_getceilzofslope()

    TerminX a73e8e6 scritto il 13 mag 2020 Engine
  • make cliptestsector() (used by clipmove(), etc) TROR aware

    TerminX dfb6ed3 scritto il 12 mag 2020 Engine
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    This is intended to help with issues where enemies get stuck in thin TROR layers.

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Aprile 2020 10 build · 12 commit

Build 8863

14 apr 2020 · 13 commit · 1 autore GIT
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  • SW

    Interpolate sector objects in non-demo, single player games.

    NY00123 6bf8d9c 14 apr, 18:17 Engine
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    Let's see if this is breaking anything.

  • Generale

    Interpolation fixes for SW:

    NY00123 73a0aa3 scritto il 13 apr 2020 FixEngine
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    draw.cpp: Fix the lack of interpolation while walking on a sector object, like the bus roof or the floor of the train in Seppuku Station. track.cpp: Make sure the player's location and angle aren't mistakenly interpolated while standing on a moving sector object as a consequence.

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Build 8850

13 apr 2020 · 4 commit · 2 autori GIT
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  • Generale

    Update source/build/src/sdlayer.cpp, source/build/src/polymost.cpp, source/build/src/baselayer.cpp, source/build/include/baselayer.h files

    TerminX 4b3321e 13 apr, 15:00 Engine
  • Generale

    build/src/sdlayer.cpp: Add new CVAR r_glfinish to make 'glFinish()' optional.

    Mitchell Richters e15e2ef 13 apr, 18:16 Engine
    Mostra dettagli

    - Issues requiring glFinish() aren't really apparent on Linux, therefore not needed. - Running glFinish() can have an detrimental impact of Polymer users depending on whether they use the HRP or not.

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