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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Visualizzate 28 build · 29 commit

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Agosto 2023 1 build · 1 commit

Marzo 2018 1 build · 1 commit

Giugno 2016 2 build · 2 commit

Luglio 2015 2 build · 2 commit

Maggio 2015 1 build · 1 commit

Build 5230

22 mag 2015 · 1 commit · 1 autore SVN
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  • fix rendering of middle part of 1-way masked wall.

    Helixhorned r5230 22 mag, 05:43 FixEngine
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    It does not depend on the "swap bottom wall parts" bit being set. The fix is by matching up the related code with Polymost.

Dicembre 2014 1 build · 1 commit

Febbraio 2014 1 build · 1 commit

Ottobre 2013 1 build · 1 commit

Giugno 2013 1 build · 1 commit

Maggio 2013 2 build · 3 commit

Build 3780

16 mag 2013 · 7 commit · 1 autore SVN
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  • fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)

    Helixhorned r3779 16 mag, 14:54 FixEngine
  • fix floor sprites with y flipping by removing special-case code.

    Helixhorned r3776 16 mag, 14:54 FixEngine
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    This fixes the case marked with the silver letter C in test_tileoffsets.map. The orientation of the sprites is correct (matches classic) as far as I can see, there are now only problems with translation.

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Marzo 2013 1 build · 1 commit

Luglio 2012 2 build · 2 commit

Build 2811

6 lug 2012 · 2 commit · 1 autore SVN
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  • factor out wall y panning coefficient calculation.

    Helixhorned r2811 6 lug, 08:36 FixEngine
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    Non-pow2 wall/mask drawing in classic introduced cases where walls are drawn "incorrectly" because they were constructed with the old behavior in mind. Polymer appears to "correct" for it partially, but doesn't cover all cases. Specifically, now we have: - E1L1 first inside secret room (5000, 50000): Polymer draws like Duke 1.5, classic now draws with an offset. - E3L2 near the vault (-20000, 25000): both classic and Polymer draw with offsets compared to Duke 1.5, but they're different! This means that more research is needed into what makes these two cases diverge, even though both have the same root cause. !!! Also, mappers should abstain from using non-power-of two textures on walls until this issue is resolved in a satisfactory fashion !!!

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Aprile 2012 1 build · 1 commit

Marzo 2012 3 build · 3 commit

Build 2536

25 mar 2012 · 2 commit · 1 autore SVN
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  • cull sprite lights after computing sprite geometry

    Plagman r2536 25 mar, 17:55 FixEngine
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    This was broken ever since updatesprite() had been forked off drawsprite() and would cause static lights to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry.

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Build 2443

10 mar 2012 · 1 commit · 1 autore SVN
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  • fix animations that loop to frame 0

    Plagman r2443 10 mar, 22:52 FixEngine
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    With VBOs enabled, the virtual pointer to the geometry of frame 0 of a model is always NULL. This was confusing the polymer code responsible for deciding whether to enable smooth animations or not, which meant that any animation that would loop to frame 0 would do it as if animation interpolation was disabled, which looks very choppy.