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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Novembre 2021 15 build · 43 commit

Ottobre 2021 8 build · 52 commit

Build 9747

31 ott 2021 · 23 commit · 1 autore GIT
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  • add libasync (async++), https://github.com/Amanieu/asyncplusplus/

    TerminX 991cbd0 scritto il 7 set 2021 Engine
  • update libdivide to b322221677351ebb11f0a42fe9a9a2794da5bfe5, add libdivide_config.h

    TerminX 0fb5f94 scritto il 7 set 2021 Engine
    Mostra dettagli

    engine: update libdivide to b322221677351ebb11f0a42fe9a9a2794da5bfe5, add libdivide_config.h

  • print commit hash from SDL_GetRevision() to log at startup when using SDL dev builds (odd-numbered patch level)

    TerminX 752740c scritto il 20 ott 2021 Engine
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    This is admittedly terrible, but it shouldn't break unless the SDL_GetRevision() output format changes, in which case it just won't print the string anymore.

  • prune SDL_mixer stuff from sdl_inc.h

    TerminX b2e37a6 scritto il 21 ott 2021 Engine
    Mostra dettagli

    We will never NEED_SDL_MIXER.

  • fix tabs in random.h

    TerminX d8de052 scritto il 27 ott 2021 FixEngine
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Build 9721

8 ott 2021 · 1 commit · 1 autore GIT
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  • Generale

    Revert "engine: make floor sprites clip a little more like floors"

    TerminX 964c0b5 8 ott, 02:10 FixEngine
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    clipmove() really needs concrete indication of a moving point's starting floor height for this optimization to work correctly, and inferring that ourselves without it being explicitly passed in isn't something that would work.

    Annulla
    81f7c71 — engine: make floor sprites clip a little more like floors (Build 9710)

Build 9720

7 ott 2021 · 10 commit · 1 autore GIT
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  • fix SDL fullscreen issues

    TerminX cae5d70 scritto il 22 set 2021 FixEngine
  • remove r_pr_vbos cvar and the code paths used for values 0 and 1

    TerminX 1682ff4 scritto il 14 ago 2021 FixEngine
    Mostra dettagli

    r_pr_vbos 0 was broken and r_pr_vbos 1 became useless once it was clear r_pr_vbos 2 wasn't causing issues.

  • add GL context version to glinfo, allow in 8 bpp mode (it's still backed by a GL surface, after all...)

    TerminX ab2e5f0 scritto il 8 ago 2021 Engine
  • manually flush console log file ptr in crash handler

    TerminX a68d0d8 scritto il 25 set 2021 FixEngine
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Build 9710

6 ott 2021 · 31 commit · 1 autore GIT
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  • add coordinates to log output from clipmove()

    TerminX 32d5774 scritto il 29 set 2021 Engine
  • make floor sprites clip a little more like floors

    TerminX 81f7c71 scritto il 3 ott 2021 Engine
  • bump MAXCLIPNUM to 4096

    TerminX c5f07af scritto il 3 ott 2021 Engine
    Mostra dettagli

    This isn't really ideal, but neither is hitting the limit due to maps with an excessive number of sprites that use clipshapes.

  • fix double free on exit

    TerminX 147b25f scritto il 26 set 2021 FixEngine
  • implement buildvfs_exists() using GetFileAttributes() on Windows and stat() elsewhere, FORCE_INLINE some stuff in vfs.h

    TerminX 26bb86c scritto il 20 set 2021 Engine
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    The rationale behind this change is that I was profiling CPU use during loads of particularly heavy .def files (10000+ items) and discovered an inappropriate amount of CPU time was being spent inside access(). So, I did some research and found several cases where people on stackoverflow etc had asked what the fastest method of determining whether or not a file exists was, with the results of several benchmarks being given as answers. GetFileAttributes() seemed to win on Windows and stat() seemed to win on Linux, and I did not see any results where access() was a serious contender when included in the spread of tested functions, with the best I saw being 1100-something nanoseconds for access() and 800-something for stat(). This whole thing would be faster if we just read in the entire directory index and matched files against it ourselves with just the few API calls involved with retrieving the index, but access to uncooked data littered across a directory tree isn't really something I give a shit about optimizing further at the moment.

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Build 9679

6 ott 2021 · 28 commit · 1 autore GIT
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  • fix incorrect lower bound for r_anisotropy

    TerminX 8b7d242 scritto il 1 set 2021 FixEngine
  • inline openfrompath_internal

    TerminX e7f6ab2 scritto il 7 ago 2021 Engine
  • disable SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING if _MSC_VER is defined

    TerminX 5427125 scritto il 25 ago 2021 Engine
  • include mimalloc-new-delete.h in smmalloc_generic.cpp

    TerminX 9104759 scritto il 2 ago 2021 Engine
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    This defines global new/delete overrides, so look here if problems stemming from those ever arise.

  • don't crash when loading corrupt maps with sectors with zero walls

    TerminX a4e37d7 scritto il 1 set 2021 FixEngine
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    This also makes the editor recognize corrupt sectors with < 3 walls and try to repair the map. It works for the corrupt sectors in E4L1, at least. Please immediately report any problems caused by this change directly to me.

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Settembre 2021 4 build · 6 commit

Build 9603

10 set 2021 · 5 commit · 1 autore GIT
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  • Generale

    Ken-Build, Duke3D, SW, mmulti: Replace rand with wrand almost everywhere.

    NY00123 e846be2 scritto il 30 ago 2021 Engine
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    Outside of 3rd party libraries, remaining uses are the Polymer-specific macro LIGHTRAD2 within Duke3D, system_15bit_rand and vox2poly. Also use WRANDOM_MAX in SW.

  • Add wrand, intended to mimic the behaviors of Watcom C 10.0's rand.

    NY00123 fbf1c84 scritto il 30 ago 2021 Engine
    Mostra dettagli

    Also add WRANDOM_MAX. This will be used in SW, preventing possible freezes.

  • Split krand definitions from build.h to a new header, random.h

    NY00123 c22bf0e scritto il 30 ago 2021 Engine
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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
    Mostra dettagli

    Mesa conveys most of the useful info through there, not linking.

Agosto 2021 18 build · 47 commit

Build 9568

21 ago 2021 · 56 commit · 1 autore GIT
Apri la build
  • fix issue with Polymer lights sometimes not appearing after the player dies and respawns

    TerminX d595a39 scritto il 20 ago 2021 FixEngine
    Mostra dettagli
  • skip drawing sprites in textured view if the sector is grayed out

    TerminX b4d1041 scritto il 18 ago 2021 Engine
  • use bitmap_set/bitmap_test in cansee()

    TerminX 0ffad64 scritto il 24 lug 2021 Engine
  • improvements to the updatesector family of functions

    TerminX f995201 scritto il 19 lug 2021 Engine
    Mostra dettagli

    Implements the concept outlined in MR 114 and adds some additional checks to prevent more calls to getsectordist() than necessary

  • guard some modified behavior in pushmove() with an enginecompatibilitymode == ENGINE_EDUKE32 check

    TerminX 785390e scritto il 18 lug 2021 Engine
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