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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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Ottobre 2021 7 build · 44 commit

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
Apri la build
  • 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.

  • AddressSanitizer-guarded sm::GenericAllocator implementation using mimalloc as backend

    TerminX 738c991 scritto il 31 lug 2021 Engine
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Settembre 2021 3 build · 4 commit

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 11 build · 30 commit

Build 9568

21 ago 2021 · 56 commit · 1 autore GIT
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  • 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
  • move compatibility loops at the end of clipmove() to their own clipmove_compat() function

    TerminX fade7be scritto il 18 lug 2021 Engine
  • I think this needs to be set for interaction with clipshapes through TROR to work correctly

    TerminX 43ed8c8 scritto il 14 lug 2021 Engine
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Build 9512

21 ago 2021 · 1 commit · 1 autore GIT
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  • Initialize blend to 0 when inserting sprites

    Dino Bollinger c0b0118 21 ago, 22:26 FixEngine
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    This fixes a bug where stale blend values could be transferred over from a previously loaded map.

Build 9509

16 ago 2021 · 2 commit · 1 autore GIT
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  • polymer: 'fix' texture scale on relative floors

    Plagman 7ea7ebc 16 ago, 15:17 FixEngine
    Mostra dettagli

    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 scritto il 14 ago 2021 FixEngine

Build 9492

3 ago 2021 · 1 commit · 1 autore GIT
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  • Extend mapinfo DEF command to support mapart token

    Dino Bollinger 23d7d55 scritto il 2 ago 2021 Engine
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    Usage: mapinfo { mapmd4 <md4sum> mapart "mapart/testart_XX.ART" } The specified path must end with the suffix "_XX.ART" (case-insensitive). The actual files need to be numbered from "_00.ART" to "_19.ART". Just like with maphacks, an md4 sum is required. This allows sharing the same per-map art between multiple levels.