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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Showing 2012 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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January 2012 18 builds · 22 commits

Build 2270

19 Jan 2012 · 2 commits · 1 author SVN
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  • General

    Inreased debugging level for catching oob accesses to 'main' arrays.

    Helixhorned r2270 19 Jan, 15:17 Engine
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    If enabled, this makes the following arrays be allocated statically: spriteext, spritesmooth, sector, wall, sprite, tsprite, while necessarily disabling the clipshape feature (because it relies on setting sector/wall to different malloc'd block temporarily). To compile, pass DEBUGANYWAY=1 in addition to RELEASE=0 to 'make', and it's really only useful with CC=clang, of course.

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Build 2257

14 Jan 2012 · 2 commits · 1 author SVN
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  • General

    Fix parallaxed sector display in Mapster32 on Polymer.

    Helixhorned r2257 14 Jan, 06:48 FixEngine
  • General

    Fix the Polymer hitches first encountered with Parkade.

    Helixhorned r2256 14 Jan, 06:48 FixEngine
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    The cause was a combination of many factors. First, Polymer requires the start-drawing position to be inside the sector to draw (deviations lead to incorrect drawing). This was violated by the game, because it interpolated the current and next tic position without updating the sectnum, leading to inconsistencies especially when passing through narrow sectors. Polymer worked around it by doing an updatesector() each frame, however this works poorly for maps with overlapping geometry such as SoS or RoR. The solution to this is to add a new engine function, updatesector_onlynextwalls(), which searches the sectors (via nextsector) in breadth-first fashion instead of from 0 to numsectors-1, like updatesector does when it fails for the *immediate* nextwall neighbors. Internally, the breadt-first search helpers are moved into the engine.

Build 2255

12 Jan 2012 · 8 commits · 1 author SVN
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  • General

    polymer.c: "Compiling GPU program with bits (octal) %o" for easier reading.

    Helixhorned r2250 12 Jan, 12:48 Engine
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    Also, for debugging builds, show this message from verbosity level 1 on.

  • General

    more internal cleanup...

    Helixhorned r2248 12 Jan, 12:47 Engine
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    the only visible change is that polymost_trytexcache (formerly two instances of nearly duplicate code) now prints a diagnostic after a cache miss. The one that one is most likely to encounter is "r_downsize doesn't match", meaning that this setting likely differs between Mapster and the game.

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Build 2236

5 Jan 2012 · 1 commit · 1 author SVN
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  • General

    - When saving game, clear all polymer lights before. Not doing this makes

    Helixhorned r2236 5 Jan, 13:58 Engine
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    the SE ones douple, triple, ... after each save. Maphack lights are reloaded with polymer_resetlights() (though I've had them disappearing after load, I couldn't reproduce it afterwards). - in debugging builds, print a message when polymer_resetlight is called on a nonexistent one. The problem is not so much the call itself (it's guarded), but the fact that resources on the caller side may not have been freed if it thinks that those lights do in fact exist. Right now, it's not the case though. - add 'loaded map hack' messages after some other successful loadmaphack calls

Build 2235

5 Jan 2012 · 3 commits · 1 author SVN
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  • General

    When loading a game, DON'T restore 'adult' TV tiles. This fixes the recent

    Helixhorned r2235 5 Jan, 12:48 FixEngine
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    crashes. Usually, after loading a game, some wall tiles are tweaked depending on whether adult mode is enabled or not. If it's not, those wall picnums are replaced with blank or broken screens. If it is, they are restored from the wall's .extra member. Apparently though, Mapster32 leaves some .extra members floating around even after deleting a TROR nextwall link (it's used as the 'lower wall index'). Because MAXWALLS is greater than MAXTILES, this may produce out-of-bounds accesses and corrupt memory (besides setting wall tilenums to nonsensical values) later in the game. Other than that, the change only affects loading savegames created with adult mode OFF. Kinky TV screenies simply won't be restored then.

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