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2025.10.14.ChangeLog.txt

📄GIT 📅2025-10-14 💾2,0 KB 6 Parsed entries FIX

Commit fdbcb0b78094eac381d07d04db09e2805333c6ca

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

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

Commit 8c882027709c22b22d54d6b6b7bed651464419cb

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

Commit 1ca030ffca469832eb66df7f516b652d78295d26

SW: Simplify HandleWeaponAutoSwitch usage to go through the DamageData array

Commit 29693743ef284966942115b3b49f5629e5ca3967

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

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

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