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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Agosto 2013 1 build · 1 commit

Build 3979

4 ago 2013 · 5 commit · 1 autore SVN
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  • slightly more complete handling of (multi-tile) ART skies.

    Helixhorned r3977 4 ago, 13:37 Engine
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    - Use the proper tile sequence when multiple pskies are present in a map. However, there's still only *one* psky chosen at map load time. - Handle three horizfrac cases: * 0, psky always at same level wrt screen * 65536, psky horiz follows camera horiz (e.g. E4L9) * otherwise, fall back to default hard-coded parallax implemented as an angle fraction

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Giugno 2013 1 build · 1 commit

Maggio 2013 4 build · 6 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
    Mostra dettagli

    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.

  • rewrite sprite x/y flipping so that data flow is explicit.

    Helixhorned r3775 16 mag, 14:54 Engine
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    Also, add some defines for sprite cstats to build.h (SPR_*) and use them.

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Build 3741

7 mag 2013 · 1 commit · 1 autore SVN
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  • Hook ART mapping to rotatesprite.

    Plagman r3741 7 mag, 23:53 Engine
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    The visibility calculation relies on the distance, which might not be entirely accurate in rotatesprite, so maybe it'll be too dark in some cases.

Marzo 2013 1 build · 1 commit

Ottobre 2012 3 build · 3 commit

Build 3092

20 ott 2012 · 1 commit · 1 autore SVN
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  • add support for negative lights

    Plagman r3092 20 ott, 21:52 Engine
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    And hook them up to cstat 128 (half-submerged, 'c' in mapster).

Build 3091

20 ott 2012 · 1 commit · 1 autore SVN
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  • add a prlight flag to make shadow-less spotlights

    Plagman r3091 20 ott, 20:41 Engine
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    And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps and shadow maps for the spotlight; please let me know if you have a usecase where you want lightmaps but no shadow maps for specific lights.

Luglio 2012 3 build · 5 commit

Build 2824

9 lug 2012 · 4 commit · 1 autore SVN
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  • simplify some code while I'm at it (equivalence tranformations only)

    Helixhorned r2823 9 lug, 12:00 Engine
  • bring the ypanning correction for non-pow2 walls closer to Pmost's, pt2

    Helixhorned r2822 9 lug, 12:00 Engine
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    This changes a constant inside the panning calculation from 256 to 255 (making e.g. panning 255 and 0 the same in the "San Andreas fault" sign in E1L5) and uses the correct reference wall for the "do panning correction?" conditional. Now, the problematic walls should look the same as in Polymost.

  • bring the ypanning correction for non-pow2 walls closer to Pmost's, pt1

    Helixhorned r2821 9 lug, 12:00 Engine
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    This makes the corrections conditional on where they appear in (under-, over-, white or mask wall).

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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 · 4 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.

  • don't shadow-optimize light culling in cached sprites

    Plagman r2535 25 mar, 17:55 Engine
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    Since updatesprite() only happens once for static sprites, avoiding light culling if we hit it in a shadow pass means that sprite will never be lit as long as that happens.

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.

Ottobre 2011 8 build · 10 commit

Build 2067

2 ott 2011 · 1 commit · 1 autore SVN
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  • support for creating a debugging context in winlayer

    Plagman r2067 2 ott, 17:14 FixEngine
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    This also fixes a warning when building for Windows.

Build 2061

2 ott 2011 · 5 commit · 2 autori SVN
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  • constantly get the textures handle for projective spotlights

    Plagman r2058 2 ott, 00:09 Engine
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    Getting the texture handles without requiring invalidation means we can handle ART-animating tilenums without impacting performance too much.

  • fix horizontal spotlight SEs constantly getting invalidated

    Plagman r2057 2 ott, 00:09 FixEngine
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    Polymer has a hack that snaps horiz values of spotlights between 90 and 110 to 90 and 110 to avoid triggering aliasing artifacts with perfectly horizontal spotlights. Propagate that change all the way to the spotlight SE sprite so that the code won't think that the horiz is always different from the light and mark it invalid each frame.

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