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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Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Novembre 2025

Ottobre 2025

  • SW

    Fix null pointer dereferences in case of showing inventory bar right before player kill

    NY00123 bf58c7b scritto il 21 ott 2025 Build 10651 Fix
  • SW

    Comment out definition and declaration of unused function _ErrMsg

    NY00123 8e1972a scritto il 21 ott 2025 Build 10651
  • SW

    Use TerminateWithMsg in _Assert

    NY00123 95ef384 scritto il 21 ott 2025 Build 10651
  • SW

    Use TerminateWithMsg in JS_DrawMirrors

    NY00123 26cfce5 scritto il 20 ott 2025 Build 10651
  • SW

    Use TerminateWithMsg in JS_PlockError as well

    NY00123 38465ff scritto il 20 ott 2025 Build 10651
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    There are unfortunate duplications of the shared string, but such occurrences don't seem to be that common so far.

  • SW

    Cleanup of what was non-RENDERTYPEWIN code

    NY00123 3837287 scritto il 20 ott 2025 Build 10651
  • SW

    Remove not fully ported heap check code and related definitions

    NY00123 b146130 scritto il 20 ott 2025 Build 10651
  • SW

    Remove DEBUG-specific console commands mem, checkheap, dumpheap

    NY00123 2a73792 scritto il 20 ott 2025 Build 10651
  • SW

    Replace a few more printf calls, none being compiled, with LOG_F/VLOG_F

    NY00123 75d79ad scritto il 20 ott 2025 Build 10651
  • SW

    Replace a few printf calls with uses of LOG_F(ERROR, ...)

    NY00123 0e82cb6 scritto il 20 ott 2025 Build 10651
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    Trailing '\n' characters have been removed again.

  • SW

    Do replace multiple calls to TerminateGame+print/wm_msgbox+exit

    NY00123 ccf709a scritto il 20 ott 2025 Build 10651
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    These are done using TerminateWithMsg, except for a few instances in which the strings were meant to be printed without formatting, where TerminateWithSimpleMsg is used instead. Trailing '\n' characters have been removed from input strings. For code previously using printf and not wm_msgbox or loguru, this should resolve instances in which the program would abort without relevant logs, at least under specific platforms. Note that printf had its usage under DOS.

  • SW

    Add template function TerminateWithMsg and wrapper TerminateWithSimpleMsg

    NY00123 954e9b1 scritto il 20 ott 2025 Build 10651
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    TerminateWithMsg is going to be used instead of separate sets of calls to TerminateGame, printf/wm_msgbox and exit. It'll use wm_msgbox, not printf (originally used under DOS), and also go through LOG_F. This is an inline function definition using a variadic template, allowing the use of LOG_F and also matching loguru::log. TerminateWithSimpleMsg is a wrapper that allows printing a string without formatting.

  • SW

    Move #endif directive to the end of game.h

    NY00123 1533a66 scritto il 20 ott 2025 Build 10651
  • Increase mmulti.cpp's MAXPAKSIZE (size of pakbuf in bytes) to 2048.

    NY00123 227c11d scritto il 10 ott 2025 Build 10638 FixEngine
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    This appeared to fix a long-standing issue, where a relatively high ping between two players (say, about 750ms) could start increasing over time due to accumulated messages not being sent sufficiently fast.

  • Log a warning from mmulti.cpp:dosendpackets in case output pakbuf lacks space for all data.

    NY00123 d023544 scritto il 10 ott 2025 Build 10638 Engine
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    Do so with a given threshold, i.e., turn off the warning until there are 16 consecutive calls to dosendpackets in which pakbuf has enough space for all data to send.

  • SW

    Improve prediction of interpolated bob_z value

    NY00123 fdbcb0b 14 ott, 21:39 Build 10636
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    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

    Fixed player movement prediction, now actually based on predicted angle

    NY00123 964ce88 14 ott, 20:02 Build 10636 Fix
  • SW

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

    NY00123 8c88202 scritto il 13 ott 2025 Build 10636 Fix
  • SW

    Simplify HandleWeaponAutoSwitch usage to go through the DamageData array

    NY00123 1ca030f scritto il 12 ott 2025 Build 10636
  • SW

    Fix multiplayer sync errors with the weapon auto-switching toggle

    NY00123 2969374 scritto il 12 ott 2025 Build 10636 Fix
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    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 aca3d38 scritto il 12 ott 2025 Build 10636
  • SW

    Fix voxels introducing glitched sprites in ROR sectors

    Hendricks266 be77ad3 8 ott, 20:45 Build 10630 FixEngine
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    Segue
    6e6b82d — Use a tspr->clipdist bit to specify legacy voxels instead of tspr->cstat 48 (Build 10380)

Settembre 2025

Agosto 2025

Luglio 2025

  • fix timing issue in input code after rate is changed

    nukeykt 3887527 4 lug, 22:41 Build 10623 Fix
  • Fix lighting preview when multiple SEs are in a sector

    oasiz dfb9760 scritto il 30 giu 2025 Build 10622 FixEngine
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    Adds a failsafe for when multiple SE12, SE3 or SE4 are in a single sector by only accounting for the first one (Lowest sprite #ID) This prevents the lighting preview from causing permanent shade changes to a map as it can only store the original map state for one SE sprite per sector.

  • Add EVENT_OPERATEACTIVATORS

    oasiz 506ca57 scritto il 30 giu 2025 Build 10622 FixEngineCON
    Mostra dettagli

    EVENT_OPERATEACTIVATORS is run against each STAT_ACTIVATOR with a matching lotag when a typical Duke3D button/touchplate is triggered. Current sprite will be stored in THISACTOR and setting RETURN -1 will skip the normal processing of any remaining activator logic. This does not work with Masterswitches as they use a completely different logic instead.

    Risolve
    terminx/eduke32#323

Giugno 2025

Aprile 2025

Marzo 2025

Febbraio 2025

  • Generale

    Add "includeoptional" CON token, that doesn't error out if the included file is absent.

    Jordon Moss 1357a62 scritto il 11 feb 2025 Build 10609 CON