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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Agosto 2021 1 build · 1 commit

Build 9511

16 ago 2021 · 1 commit · 1 autore GIT
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  • update sectors if visibility changed.

    Plagman d032a99 scritto il 13 feb 2021 Engine
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    Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.

Luglio 2015 5 build · 5 commit

Maggio 2013 2 build · 2 commit

Build 3741

7 mag 2013 · 1 commit · 1 autore SVN
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  • Hook ART mapping to rotatesprite.

    Plagman r3741 7 mag, 23:53 Engine
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    The visibility calculation relies on the distance, which might not be entirely accurate in rotatesprite, so maybe it'll be too dark in some cases.

Marzo 2013 1 build · 1 commit

Ottobre 2012 3 build · 3 commit

Build 3092

20 ott 2012 · 1 commit · 1 autore SVN
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  • add support for negative lights

    Plagman r3092 20 ott, 21:52 Engine
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    And hook them up to cstat 128 (half-submerged, 'c' in mapster).

Build 3091

20 ott 2012 · 1 commit · 1 autore SVN
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  • add a prlight flag to make shadow-less spotlights

    Plagman r3091 20 ott, 20:41 Engine
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    And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps and shadow maps for the spotlight; please let me know if you have a usecase where you want lightmaps but no shadow maps for specific lights.

Marzo 2012 2 build · 3 commit

Build 2536

25 mar 2012 · 2 commit · 1 autore SVN
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  • cull sprite lights after computing sprite geometry

    Plagman r2536 25 mar, 17:55 FixEngine
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    This was broken ever since updatesprite() had been forked off drawsprite() and would cause static lights to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry.

  • don't shadow-optimize light culling in cached sprites

    Plagman r2535 25 mar, 17:55 Engine
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    Since updatesprite() only happens once for static sprites, avoiding light culling if we hit it in a shadow pass means that sprite will never be lit as long as that happens.

Build 2443

10 mar 2012 · 1 commit · 1 autore SVN
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  • fix animations that loop to frame 0

    Plagman r2443 10 mar, 22:52 FixEngine
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    With VBOs enabled, the virtual pointer to the geometry of frame 0 of a model is always NULL. This was confusing the polymer code responsible for deciding whether to enable smooth animations or not, which meant that any animation that would loop to frame 0 would do it as if animation interpolation was disabled, which looks very choppy.

Ottobre 2011 8 build · 10 commit

Build 2067

2 ott 2011 · 1 commit · 1 autore SVN
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  • support for creating a debugging context in winlayer

    Plagman r2067 2 ott, 17:14 FixEngine
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    This also fixes a warning when building for Windows.

Build 2061

2 ott 2011 · 5 commit · 2 autori SVN
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  • constantly get the textures handle for projective spotlights

    Plagman r2058 2 ott, 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 ott, 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 ott 2011 · 1 commit · 1 autore SVN
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  • preliminary support for GL_ARB_debug_output

    Plagman r2056 1 ott, 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 ott 2011 · 1 commit · 1 autore SVN
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  • Fix upside-down projective textures

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