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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October 2011 14 builds · 25 commits

Build 2061

2 Oct 2011 · 5 commits · 2 authors SVN
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  • General

    remove two instances of duplicate USE_OPENGL preprocessor checks missed by the removal of the POLYMOST definition

    Hendricks266 r2060 2 Oct, 00:18 Engine
  • constantly get the textures handle for projective spotlights

    Plagman r2058 2 Oct, 00:09 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 Oct, 00:09 FixEngine
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    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.

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Build 2056

1 Oct 2011 · 1 commit · 1 author SVN
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  • preliminary support for GL_ARB_debug_output

    Plagman r2056 1 Oct, 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 Oct 2011 · 1 commit · 1 author SVN
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  • Fix upside-down projective textures

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

Build 2053

1 Oct 2011 · 1 commit · 1 author SVN
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  • Discard cached sprite planes on texinvalidate

    Plagman r2053 1 Oct, 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 Oct 2011 · 2 commits · 1 author SVN
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  • account for model flipping for backface culling.

    Plagman r2052 1 Oct, 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 Oct, 17:31 FixEngine

September 2011 18 builds · 33 commits

Build 2050

30 Sep 2011 · 1 commit · 1 author SVN
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  • General

    fix a stupid copy&paste error that made sector[].ceilingbunch/floorbunch not functioning

    Helixhorned r2050 30 Sep, 07:30 FixEngine

Build 2048

30 Sep 2011 · 1 commit · 1 author SVN
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  • General

    When X- or Y-flipping a selection of highlighted sectors, also handle setting

    Helixhorned r2048 30 Sep, 06:52 Engine
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    the nextwall pointers correctly; Add some 'asksave=1' and 'make old-nextwalls invalid'.

Build 2047

28 Sep 2011 · 3 commits · 1 author SVN
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  • General

    Sanitize drawing sprites at different levels with TROR/classic. This should fix

    Helixhorned r2046 28 Sep, 13:30 FixEngine
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    most problems where sprites appear to be drawn through walls.

  • General

    Two tweaks to make the precaching more efficient/less redundant in the game.

    Helixhorned r2045 28 Sep, 13:30 Engine
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    First, if we're in Polymer, don't precache tinted tiles that have a highpal for that certain pal. Second, don't precache tiles for palnum 251 (the last non-reserved one, which is used as a crosshair pal). Assuming that there are no other tints, this cuts the initial precache time and cache size on disk in half.

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Build 2033

18 Sep 2011 · 1 commit · 1 author SVN
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  • General

    - protect stat bit 2 when pasting to ceilings or floors

    Helixhorned r2033 18 Sep, 04:55 Engine
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    - when pasting to walls or maskwalls, the following user bits are kept now: 4 (top/bottom alignment [O]) 1+64 (blocking, hitscan) 8+256 (x/y-flip) - print '(one-sided)' when pressing Shift + ([B] or [H]) on a wall

Build 2032

18 Sep 2011 · 1 commit · 1 author SVN
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  • sanitize backface culling

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

Build 2030

17 Sep 2011 · 2 commits · 1 author SVN
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  • General

    More natural mouse picking in software mode, closer to "what's under the cursor

    Helixhorned r2030 17 Sep, 07:26 FixEngine
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    is picked" but still not perfect. In particular, sometimes a wrong wall is selected, and sprites don't get picked through portals. As a rule of thumb, don't be too far away from the objects you're modifying in 3D mode.

  • General

    In the textured 2D mode of Mapster32, only texture non-grayed out sectors.

    Helixhorned r2029 17 Sep, 07:25 Engine

Build 2028

16 Sep 2011 · 1 commit · 1 author SVN
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  • General

    Three-way clipping in Mapster32 (still toggled with 'N): on and off as

    Helixhorned r2028 16 Sep, 12:17 Engine
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    before, and additionally a mode that doesn't clip against masked walls and sprites.

Build 2027

15 Sep 2011 · 1 commit · 1 author SVN
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  • General

    In the editor, when rescaling the texture after dragging a wall-point, also

    Helixhorned r2027 15 Sep, 12:31 Engine
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    traverse the TROR neighbors.

Build 2026

15 Sep 2011 · 9 commits · 1 author SVN
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  • General

    - Add new trueror1.map that showcases the functionality and limitations of

    Helixhorned r2025 15 Sep, 10:04 FixEngine
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    the additional rendering pass - Remove r_preview_mouseaim cvar from the game, since it's only for Mapster - sdlmusic.c: (Failed) attempt to fix a call of waitpid() with a non-existent process ID in the external MIDI playing code. I think there's a race there...

  • General

    Support for drawing 'island sectors' for TROR/classic (and with limited

    Helixhorned r2024 15 Sep, 10:04 FixEngine
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    functionality, Polymost). The new feature can be enabled/disabled with the 'r_tror_nomaskpass' cvar. The basic idea is that when drawing lower or upper levels, a first pass is performed that ignores all red walls for which the TROR nextwall link 'towards' the viewer arrives at a red wall. Thus, in the worst case, there can be up to twice as many rendering passes now (when it is discovered that the no-mask-pass isn't different that what would be drawn with the ordinary one, the latter is skipped, since we've already drawn all needed geometry). Hovever, this kind of multi-pass splitting is only suitable for simple scenes, like the upper subway in the TROR test map. In particular, multiple islands shouldn't 'see' each other. Two issues are worth mentioning: first, care needs to be taken for translucent ceilings or floors, since drawing them twice isn't the same as drawing them once. This is done for classic, but not for Polymost. Second, sprites (which are always drawn _after_ the geometry for a given pass) are still clipped to the geometry of the ordinary pass, resulting in their disappearance from certain angles. -- Additionaly, a change made it into this commit that fixes redundant collection of sprites in TROR:classic/Polymost.

  • General

    In camera viewscreen tiles, also draw upper and lower TROR levels. Works

    Helixhorned r2021 15 Sep, 10:03 Engine
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    in any renderer because it's drawn with the software one... Also add a hack to make Polymer realize that viewscreen tiles can change each tic so that they don't show a static image anymore.

  • General

    Make a couple of variables static in the engine; don't initialize umost/dmost

    Helixhorned r2020 15 Sep, 10:02 Engine
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    with other than base levels, since the y*most arrays are copied there later.

  • add funtion 'yax_vnextsec(wall, cf)' to C API. It's often useful when

    Helixhorned r2018 15 Sep, 10:02 Engine
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    dealing with sectors on the two sides of a bunch. Make yax_globallev and yax_globalbunch variables non-static. Rewrite a TROR-related bit in the engine code using the new function.

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