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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Maggio 2015 1 build · 1 commit

Build 5230

22 mag 2015 · 1 commit · 1 autore SVN
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  • fix rendering of middle part of 1-way masked wall.

    Helixhorned r5230 22 mag, 05:43 FixEngine
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    It does not depend on the "swap bottom wall parts" bit being set. The fix is by matching up the related code with Polymost.

Dicembre 2014 1 build · 2 commit

Build 4833

21 dic 2014 · 5 commit · 1 autore SVN
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Marzo 2014 1 build · 1 commit

Febbraio 2014 1 build · 2 commit

Dicembre 2013 1 build · 1 commit

Ottobre 2013 1 build · 1 commit

Settembre 2013 1 build · 1 commit

Agosto 2013 1 build · 1 commit

Build 3979

4 ago 2013 · 5 commit · 1 autore SVN
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  • slightly more complete handling of (multi-tile) ART skies.

    Helixhorned r3977 4 ago, 13:37 Engine
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    - Use the proper tile sequence when multiple pskies are present in a map. However, there's still only *one* psky chosen at map load time. - Handle three horizfrac cases: * 0, psky always at same level wrt screen * 65536, psky horiz follows camera horiz (e.g. E4L9) * otherwise, fall back to default hard-coded parallax implemented as an angle fraction

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Giugno 2013 1 build · 1 commit

Maggio 2013 2 build · 4 commit

Build 3780

16 mag 2013 · 7 commit · 1 autore SVN
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  • fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)

    Helixhorned r3779 16 mag, 14:54 FixEngine
  • fix floor sprites with y flipping by removing special-case code.

    Helixhorned r3776 16 mag, 14:54 FixEngine
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    This fixes the case marked with the silver letter C in test_tileoffsets.map. The orientation of the sprites is correct (matches classic) as far as I can see, there are now only problems with translation.

  • rewrite sprite x/y flipping so that data flow is explicit.

    Helixhorned r3775 16 mag, 14:54 Engine
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    Also, add some defines for sprite cstats to build.h (SPR_*) and use them.

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Luglio 2012 3 build · 5 commit

Build 2824

9 lug 2012 · 4 commit · 1 autore SVN
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  • simplify some code while I'm at it (equivalence tranformations only)

    Helixhorned r2823 9 lug, 12:00 Engine
  • bring the ypanning correction for non-pow2 walls closer to Pmost's, pt2

    Helixhorned r2822 9 lug, 12:00 Engine
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    This changes a constant inside the panning calculation from 256 to 255 (making e.g. panning 255 and 0 the same in the "San Andreas fault" sign in E1L5) and uses the correct reference wall for the "do panning correction?" conditional. Now, the problematic walls should look the same as in Polymost.

  • bring the ypanning correction for non-pow2 walls closer to Pmost's, pt1

    Helixhorned r2821 9 lug, 12:00 Engine
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    This makes the corrections conditional on where they appear in (under-, over-, white or mask wall).

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Build 2811

6 lug 2012 · 2 commit · 1 autore SVN
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  • factor out wall y panning coefficient calculation.

    Helixhorned r2811 6 lug, 08:36 FixEngine
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    Non-pow2 wall/mask drawing in classic introduced cases where walls are drawn "incorrectly" because they were constructed with the old behavior in mind. Polymer appears to "correct" for it partially, but doesn't cover all cases. Specifically, now we have: - E1L1 first inside secret room (5000, 50000): Polymer draws like Duke 1.5, classic now draws with an offset. - E3L2 near the vault (-20000, 25000): both classic and Polymer draw with offsets compared to Duke 1.5, but they're different! This means that more research is needed into what makes these two cases diverge, even though both have the same root cause. !!! Also, mappers should abstain from using non-power-of two textures on walls until this issue is resolved in a satisfactory fashion !!!

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Aprile 2012 1 build · 1 commit

Marzo 2012 1 build · 1 commit