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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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Ottobre 2011 8 build · 10 commit

Build 2056

1 ott 2011 · 1 commit · 1 autore SVN
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  • preliminary support for GL_ARB_debug_output

    Plagman r2056 1 ott, 22:56 Engine
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    This won't actually do anything until the a debug bit is added when creating the context, but that requires support for GLX_create_context which SDL doesn't support. I'll add support for WGL_create_context to winlayer in a bit as a stopgap. Also updates our local copy of glext.h with a fresh one from the Khronos registry.

Build 2055

1 ott 2011 · 1 commit · 1 autore SVN
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  • Fix upside-down projective textures

    Plagman r2055 1 ott, 20:09 FixEngine
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    We need to Y-invert the projection texcoords when sampling from the lightmap.

Build 2053

1 ott 2011 · 1 commit · 1 autore SVN
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  • Discard cached sprite planes on texinvalidate

    Plagman r2053 1 ott, 18:00 Engine
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    Sprites would stick with their old material on global palette change. This goes through all prsprites and clobbers their CRCs so that an alternate skin / tint / highpal can be applied accordingly.

Build 2052

1 ott 2011 · 2 commit · 1 autore SVN
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  • account for model flipping for backface culling.

    Plagman r2052 1 ott, 17:32 Engine
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    The winding order of faces is different if only flipping about X or Y, and we were unconditionally culling CW faces.

  • fix leading whitespace in polymer_drawmdsprite

    Plagman r2051 1 ott, 17:31 FixEngine

Settembre 2011 1 build · 1 commit

Build 2032

18 set 2011 · 1 commit · 1 autore SVN
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  • sanitize backface culling

    Plagman r2032 18 set, 00:18 Engine
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    Keep track of which side is getting culled, swap around mirrors, swap around model drawing.

Agosto 2011 3 build · 11 commit

Build 1993

27 ago 2011 · 1 commit · 1 autore SVN
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  • fix leak of GL query objects

    Plagman r1993 27 ago, 21:42 FixEngine
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    In cases where performing occlusion queries for multiple red walls leading to the same sector, we would sometimes leak a number of query objects. This was apparently harmless on NVIDIA drivers, but would leak tons of memory on ATI.

Build 1991

21 ago 2011 · 2 commit · 1 autore SVN
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  • fix sector masks translucency.

    Plagman r1991 21 ago, 12:41 FixEngine
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    The code was using the Polymer-cached version of the sector cstat to determine the translucency of its diffuse material, meaning it would never get it right on the first try; that's what you get for having completely different variables named 's' and 'sec'.

  • Don't draw back faces of sector masks.

    Plagman r1990 21 ago, 12:41 Engine
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    We normally enable backface culling always, but turn it off for two-sided sprites; we need to make sure it's re-enabled after that as sector masks are drawn after.

Build 1982

20 ago 2011 · 9 commit · 1 autore SVN
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  • fix external view.

    Plagman r1982 20 ago, 14:06 FixEngine
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    Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.

  • propagate lights across vertical boundaries.

    Plagman r1981 20 ago, 14:05 Engine
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    Check all the bunch siblings if we get a floor/ceiling hit and walk them if their own planes hit.

  • add preliminary support for sector masks.

    Plagman r1980 20 ago, 14:05 Engine
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    When walking the sectors in displayrooms, detect floor/sector masks to place them in a mask queue. The queues are allocated on the heap, but a stack pointer is maintained by the displayrooms to allow it to play nice with mirror recursion. Right now the masks are drawn after all of drawmasks is finished; that means you can see sprites and wall masks through sector masks, but not the opposite. There is a slight attempt at blending far to near, but nothing too conclusive yet; that means that in some cases some sector masks won't be visible through other sector masks, but it should work for trivial cases. The next step would be to copy all the drawmasks logic into Polymer and have it (attempt to) properly interleave sector masks where they belong in the blending order.

  • Don't draw 1-way walls twice.

    Plagman r1979 20 ago, 14:05 Engine
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    Previously they would get counted both as 1-way walls for immediate drawing and as mask walls for delayed drawing.

  • Don't bother fogcalc()ing invisible planes.

    Plagman r1978 20 ago, 14:05 Engine
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    Doesn't actually matter that much.

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