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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Settembre 2021 1 build · 1 commit

Build 9598

8 set 2021 · 1 commit · 1 autore GIT
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  • polymer: show shader compile log on failure, not just link log

    Plagman 25afea9 scritto il 16 ago 2021 Engine
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    Mesa conveys most of the useful info through there, not linking.

Agosto 2021 3 build · 4 commit

Build 9511

16 ago 2021 · 1 commit · 1 autore GIT
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  • update sectors if visibility changed.

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

Build 9510

16 ago 2021 · 1 commit · 1 autore GIT
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  • Generale

    Don't compute lights for parallaxed geometry we either won't draw or won't

    Plagman 70bb998 scritto il 13 feb 2021 Engine
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    need lights. This should save a bit of work in the general case with skies, too.

Build 9509

16 ago 2021 · 2 commit · 1 autore GIT
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  • polymer: 'fix' texture scale on relative floors

    Plagman 7ea7ebc 16 ago, 15:17 FixEngine
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    Classic relative scaling apparently had some numerical artifacts related to length of firstwall. Cribbing the logic added in 6fc6b7d5 in Polymost along with bumping the precision of the intermediate terms seems to make it line up fully. Rooftop floor in E1L1 and surrounding ledges are good test cases for this.

  • polymer: fix angle precision with sector relative tile alignment

    Plagman 58b10f6 scritto il 14 ago 2021 FixEngine

Luglio 2015 5 build · 5 commit

Giugno 2015 1 build · 1 commit

Maggio 2013 4 build · 4 commit

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.

Build 3737

7 mag 2013 · 1 commit · 1 autore SVN
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  • Generale

    Finish Polymer cancer mode and enable by default.

    Plagman r3737 7 mag, 00:48 FixEngine
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    TODO: figure out wtf is wrong with rotatesprite, linear filtering.

Marzo 2013 1 build · 2 commit

Novembre 2012 2 build · 2 commit

Build 3138

9 nov 2012 · 1 commit · 1 autore SVN
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  • Generale

    Add automatic tracking to the sector[], wall[], sprite[] and tsprite[]

    Plagman r3138 9 nov, 14:31 FixEngine
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    arrays; any write access to them will run the corresponding hook and write to the [sector/wall/sprite/tsprite]clean array. Note: tsprite and sprite use the same hook and require running a few more instructions per access in order to disambiguiate; this could be made more optimal (like the other arrays) by clearly separating the types in the game code. Note #2: taking a member's address currently marks it dirty because of tons of helper functions across the editor code. I don't know how many read-only accesses we have after taking a member address, but it could also be fixed with some finessing of the code.

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.