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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Showing 2012 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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June 2012 4 builds · 10 commits

Build 2718

1 Jun 2012 · 8 commits · 1 author SVN
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  • keep the temp sector on some more occasions that don't delete them.

    Helixhorned r2716 1 Jun, 13:09 Engine
  • Part 1 of ceiling/floor auto-alignment functionality.

    Helixhorned r2715 1 Jun, 13:09 Engine
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    Usage is from 3D mode only. When a sector (or wall) is committed to the clipboard, it (or the wall's sector) is saved, and is subsequently used when auto-aligning [;-ENTER] another sector's ceiling or floor against the reference one's. This temp. sector is reset on any structurally modifying operation except setting first walls; also, aligning extended ceilings or floors is impossible as they use .*xrepeat internally. The auto-alignment does not change picnums (this can be accomplished with the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the alignee. Afterwards, if the reference is relative-aligned, it tweaks them, so that every case where the two firstwalls are either parallel or perpendi- cular is handled correctly. It does not yet calculate the panning values.

  • in textured 2D mode, make floor flipping [F] work.

    Helixhorned r2713 1 Jun, 13:09 Engine
  • In textured 2D mode, allow setting floor relativity [R].

    Helixhorned r2712 1 Jun, 13:09 Engine
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    Also factor out the code (2x) setting the alignment bits for sprites.

  • more descriptive message when flipping stuff [F], reverse w/ SHIFT.

    Helixhorned r2711 1 Jun, 13:08 Engine
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March 2012 4 builds · 4 commits

February 2012 2 builds · 3 commits

Build 2351

16 Feb 2012 · 7 commits · 1 author SVN
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  • Fix extended ceiling/floor picnums taking on picnum 0 in Polymer.

    Helixhorned r2350 16 Feb, 11:25 FixEngine
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    The reason was that drawmasks(), which was where the resetting of the fake RoR textures happened under Polymer, can be called from polymer_displayrooms() when mirrors are present. I was assuming that drawmasks() was only ever called after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking was set, reset, set, reset, ... which it was not. Now, do the resetting explicitly after every drawmasks() in the editor.

  • don't use lazy tile loading with r_hightile=0.

    Helixhorned r2345 16 Feb, 11:24 Engine
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January 2012 2 builds · 3 commits

Build 2302

30 Jan 2012 · 1 commit · 1 author SVN
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  • tweak dragging a single sprite so that they can be dragged 'uphill'.

    Helixhorned r2302 30 Jan, 10:25 Engine
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    The implementation uses the recently introduced updatesector_onlynextwall when setspritez fails.