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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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April 2023 1 build · 8 commits

Build 10212

5 Apr 2023 · 44 commits · 2 authors GIT
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  • in "draw tsprite before mask?" check, consider tile offsets for sloped sprites.

    Helixhorned 671a7bc written 29 Dec 2022 FixEngine
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    In 'GetCornerPoints()', fix condition for when to use 'get_floorspr_points()' to include sloped sprites as well.

  • in "draw tsprite before mask?" check, consider offsets for floor sprites.

    Helixhorned 5f5ab3f written 23 Dec 2022 Engine
  • in "draw tsprite before mask?" check, consider xoffset for wall sprites.

    Helixhorned 22d67e2 written 23 Dec 2022 Engine
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    (More precisely, in renderDrawMasks()'s check "does the maskwall separate the tsprite center from the camera?".) This provides more reasonable rendering order when the sprite (as drawn) is heavily biased to one side of the maskwall. Note [1]: mask/mask intersections are in general problematic since there is no further subdivision. For opaque objects, the OpenGL modes "work around" the issue thanks to the depth buffer. See: - 'mask_drawing_order.map', the STEAM sprites which by position are all on the other side of the right-hand side fence, but as drawn may or may not be more towards one particular side. (The topmost one with xoffset 50 is the first to be drawn behind it; note that 'picanm[STEAM].xofs == -47'.) - Issue #136, the first example screenshot. However, there, the fence intersects the STEAM sprite quite exactly in the middle (as drawn), so note [1] above applies.

  • in 'renderDrawMasks()', simplify a condition.

    Helixhorned 7462fa6 written 22 Dec 2022 Engine
  • from 'renderDrawMasks()', pull out 'GetCornerPoints()'.

    Helixhorned 6fc2c63 written 21 Dec 2022 Engine
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