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 2023

Agosto 2021

  • update sectors if visibility changed.

    Plagman d032a99 scritto il 13 feb 2021 Build 9511 Engine
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    Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.

Febbraio 2020

Marzo 2018

Luglio 2017

Giugno 2016

Luglio 2015

Maggio 2015

  • fix rendering of middle part of 1-way masked wall.

    Helixhorned r5230 22 mag, 05:43 Build 5230 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.

Aprile 2015

Dicembre 2014

Marzo 2014

  • disable normal/parallax mapping in rotatesprite.

    Helixhorned r4409 30 mar, 13:35 Build 4410 Engine
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    It was plainly noticeable in the editor's tile info display, for example.

Febbraio 2014

  • factor out polymer_invalidateartmap(), use it in invalidatetile().

    Helixhorned r4304 8 feb, 06:37 Build 4309 FixEngine
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    This fixes updating the viewscreen in Polymer's ART mapping mode.

  • factor out polymer_invalidatesprite(), use when viewscreen tex changed.

    Helixhorned r4303 8 feb, 06:37 Build 4309 Engine
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    Also, rewrite invalidatetile() for clarity.

Dicembre 2013

Ottobre 2013

Settembre 2013

  • in model preprocessing, implement cos/sin by table lookup.

    Helixhorned r4060 13 set, 13:23 Build 4061 Engine
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    This reduces the proportion of time the trig calculations take of the whole preprocessing from 50% to about 13%.

Agosto 2013

  • slightly more complete handling of (multi-tile) ART skies.

    Helixhorned r3977 4 ago, 13:37 Build 3979 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

Giugno 2013

Maggio 2013

  • fix possible NULL pointer dereference in polymer_getbuildmaterial().

    Helixhorned r3799 22 mag, 09:23 Build 3799 FixEngine
  • fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)

    Helixhorned r3779 16 mag, 14:54 Build 3780 FixEngine
  • fix floor sprites with y flipping by removing special-case code.

    Helixhorned r3776 16 mag, 14:54 Build 3780 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.

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

    Helixhorned r3775 16 mag, 14:54 Build 3780 Engine
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    Also, add some defines for sprite cstats to build.h (SPR_*) and use them.

  • Hook ART mapping to rotatesprite.

    Plagman r3741 7 mag, 23:53 Build 3741 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.

  • Make ART mapping work with any number of shade offsets (eg. BLOOD pal)

    Plagman r3740 7 mag, 23:18 Build 3740 Engine

Marzo 2013

Ottobre 2012

  • only let emitshadow affect shadows, not lightmaps.

    Plagman r3093 21 ott, 11:41 Build 3093 Engine
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    Lightmaps are already opt-in anyway.

  • add support for negative lights

    Plagman r3092 20 ott, 21:52 Build 3092 Engine
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    And hook them up to cstat 128 (half-submerged, 'c' in mapster).

  • add a prlight flag to make shadow-less spotlights

    Plagman r3091 20 ott, 20:41 Build 3091 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

  • fix underwalls being not animated (introduced in r2823).

    Helixhorned r2835 15 lug, 02:23 Build 2835 FixEngine
  • simplify some code while I'm at it (equivalence tranformations only)

    Helixhorned r2823 9 lug, 12:00 Build 2824 Engine
  • bring the ypanning correction for non-pow2 walls closer to Pmost's, pt2

    Helixhorned r2822 9 lug, 12:00 Build 2824 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 Build 2824 Engine
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    This makes the corrections conditional on where they appear in (under-, over-, white or mask wall).

  • factor out wall y panning coefficient calculation.

    Helixhorned r2811 6 lug, 08:36 Build 2811 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 !!!

Aprile 2012

  • when drawing art sky, temporarily set texcoord s wrapping to clamping.

    Helixhorned r2606 10 apr, 13:14 Build 2606 FixEngine
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    This properly fixes the unwanted vertical lines.

Marzo 2012

  • Fix a potential uninitialized mem read in debug msg when in void space.

    Helixhorned r2565 28 mar, 12:45 Build 2566 FixEngine
  • cull sprite lights after computing sprite geometry

    Plagman r2536 25 mar, 17:55 Build 2536 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 Build 2536 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.

  • fix animations that loop to frame 0

    Plagman r2443 10 mar, 22:52 Build 2443 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

  • support for creating a debugging context in winlayer

    Plagman r2067 2 ott, 17:14 Build 2067 FixEngine
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    This also fixes a warning when building for Windows.

  • fix stupid typo that broke r2057

    Plagman r2063 2 ott, 04:44 Build 2063 FixEngine
  • constantly get the textures handle for projective spotlights

    Plagman r2058 2 ott, 00:09 Build 2061 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 Build 2061 FixEngine
    Mostra dettagli

    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.

  • preliminary support for GL_ARB_debug_output

    Plagman r2056 1 ott, 22:56 Build 2056 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.