EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

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SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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September 2021

  • polymer: show shader compile log on failure, not just link log

    Plagman 25afea9 written 16 Aug 2021 Build 9598 Engine
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    Mesa conveys most of the useful info through there, not linking.

August 2021

  • update sectors if visibility changed.

    Plagman d032a99 written 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.

  • General

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

    Plagman 70bb998 written 13 Feb 2021 Build 9510 Engine
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    need lights. This should save a bit of work in the general case with skies, too.

  • polymer: 'fix' texture scale on relative floors

    Plagman 7ea7ebc 16 Aug, 15:17 Build 9509 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 written 14 Aug 2021 Build 9509 FixEngine

June 2016

September 2015

July 2015

June 2015

June 2014

May 2014

  • General

    Revert window fullscreen stuff until we have aspect-correct upscaling

    Plagman r4466 10 May, 14:20 Build 4466 Fix
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    pass.

  • General

    Add some useful preprocessor definition to the checked-in MSVC project

    Plagman r4463 3 May, 18:25 Build 4463

April 2014

  • General

    Fix crash with GTK+SDL2 on startup and use windowed fullscreen instead of

    Plagman r4447 18 Apr, 19:51 Build 4447 Fix
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    exclusive fullscreen.

May 2013

  • General

    Ignore ART mapping for TILE_ANIM, which is dynamically populated by the game

    Plagman r3742 9 May, 00:22 Build 3742
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    during ANM playback.

  • Hook ART mapping to rotatesprite.

    Plagman r3741 7 May, 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 May, 23:18 Build 3740 Engine
  • General

    Revert to spherical shading; it's not like you could look up in classic anyway.

    Plagman r3739 7 May, 22:03 Build 3739 Fix
  • General

    Fix interaction between ART mapping and lighting.

    Plagman r3738 7 May, 22:03 Build 3739 Fix
  • General

    Finish Polymer cancer mode and enable by default.

    Plagman r3737 7 May, 00:48 Build 3737 FixEngine
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    TODO: figure out wtf is wrong with rotatesprite, linear filtering.

  • General

    New Polymer feature: shitty mode.

    Plagman r3729 5 May, 20:12 Build 3729 Engine
  • General

    Fix Makefile fuckery.

    Plagman r3728 5 May, 20:12 Build 3729 Fix

March 2013

November 2012

  • General

    Move the tracking from a dirty state to a change count.

    Plagman r3234 25 Nov, 08:24 Build 3234
  • General

    Make glbuild C++-safe.

    Plagman r3141 9 Nov, 22:09 Build 3141
  • General

    Fix warning in jaudiolib due to void ptr arith.

    Plagman r3140 9 Nov, 17:53 Build 3140 Fix
  • General

    Fix warnings from pointer math with the trackers.

    Plagman r3139 9 Nov, 17:53 Build 3140 Fix
  • General

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

    Plagman r3138 9 Nov, 14:31 Build 3138 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.

  • General

    Fix the C++ build on Linux with LTO.

    Plagman r3137 9 Nov, 10:05 Build 3137 Fix
  • General

    Fix the Linux mapster32 build with LTO enabled.

    Plagman r3136 9 Nov, 09:35 Build 3136 FixEngine
  • General

    Fix synthesis fallout after ivfrate addition.

    Plagman r3135 9 Nov, 08:00 Build 3135 Fix
  • General

    Fix build error after C++ conversion.

    Plagman r3121 5 Nov, 21:07 Build 3121 Fix
  • General

    Add horrible tracking template; for each structure you'll want to create a

    Plagman r3119 4 Nov, 20:34 Build 3119
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    separate tracker type by #defining __TRACKER_NAME and __TRACKER_GLOBAL_OFFSET. eg.: Then if you have a tracked value and a value of the same type at the given offset: Tracker_1<int32_t> trackedInt; int32_t trackedIntDirty = 0; // 4 bytes after trackedIntDirty will become 1 everytime trackedInt changes.

October 2012

  • only let emitshadow affect shadows, not lightmaps.

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

  • add support for negative lights

    Plagman r3092 20 Oct, 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 Oct, 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.

July 2012

May 2012

April 2012

March 2012

  • remove Intel whitelist

    Plagman r2580 31 Mar, 21:32 Build 2580
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    Allow all drivers for now; if anything, we should start maintaining a blacklist now that most Intel chips have decent enough support to be able to run stuff satisfactorily.

  • General

    Fix OpenGL screenshots with unaligned widths such as 1366

    Plagman r2579 31 Mar, 21:24 Build 2580 FixEngine