EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

Commits per year

Showing 2011 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 3 active

Showing 12 builds · 22 commits

Export CSV
Display options
Commit details:

October 2011 8 builds · 10 commits

Build 2067

2 Oct 2011 · 1 commit · 1 author SVN
Open build
  • support for creating a debugging context in winlayer

    Plagman r2067 2 Oct, 17:14 FixEngine
    Show details

    This also fixes a warning when building for Windows.

Build 2061

2 Oct 2011 · 5 commits · 2 authors SVN
Open build
  • constantly get the textures handle for projective spotlights

    Plagman r2058 2 Oct, 00:09 Engine
    Show details

    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 Oct, 00:09 FixEngine
    Show details

    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.

Open the build to see all 5 commits

Build 2056

1 Oct 2011 · 1 commit · 1 author SVN
Open build
  • preliminary support for GL_ARB_debug_output

    Plagman r2056 1 Oct, 22:56 Engine
    Show details

    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 Oct 2011 · 1 commit · 1 author SVN
Open build
  • Fix upside-down projective textures

    Plagman r2055 1 Oct, 20:09 FixEngine
    Show details

    We need to Y-invert the projection texcoords when sampling from the lightmap.

Build 2053

1 Oct 2011 · 1 commit · 1 author SVN
Open build
  • Discard cached sprite planes on texinvalidate

    Plagman r2053 1 Oct, 18:00 Engine
    Show details

    Sprites would stick with their old material on global palette change. This goes through all prsprites and clobbers their CRCs so that an alternate skin / tint / highpal can be applied accordingly.

Build 2052

1 Oct 2011 · 2 commits · 1 author SVN
Open build
  • account for model flipping for backface culling.

    Plagman r2052 1 Oct, 17:32 Engine
    Show details

    The winding order of faces is different if only flipping about X or Y, and we were unconditionally culling CW faces.

  • fix leading whitespace in polymer_drawmdsprite

    Plagman r2051 1 Oct, 17:31 FixEngine

September 2011 1 build · 1 commit

Build 2032

18 Sep 2011 · 1 commit · 1 author SVN
Open build
  • sanitize backface culling

    Plagman r2032 18 Sep, 00:18 Engine
    Show details

    Keep track of which side is getting culled, swap around mirrors, swap around model drawing.

August 2011 3 builds · 11 commits

Build 1993

27 Aug 2011 · 1 commit · 1 author SVN
Open build
  • fix leak of GL query objects

    Plagman r1993 27 Aug, 21:42 FixEngine
    Show details

    In cases where performing occlusion queries for multiple red walls leading to the same sector, we would sometimes leak a number of query objects. This was apparently harmless on NVIDIA drivers, but would leak tons of memory on ATI.

Build 1991

21 Aug 2011 · 2 commits · 1 author SVN
Open build
  • fix sector masks translucency.

    Plagman r1991 21 Aug, 12:41 FixEngine
    Show details

    The code was using the Polymer-cached version of the sector cstat to determine the translucency of its diffuse material, meaning it would never get it right on the first try; that's what you get for having completely different variables named 's' and 'sec'.

  • Don't draw back faces of sector masks.

    Plagman r1990 21 Aug, 12:41 Engine
    Show details

    We normally enable backface culling always, but turn it off for two-sided sprites; we need to make sure it's re-enabled after that as sector masks are drawn after.

Build 1982

20 Aug 2011 · 9 commits · 1 author SVN
Open build
  • fix external view.

    Plagman r1982 20 Aug, 14:06 FixEngine
    Show details

    Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.

  • propagate lights across vertical boundaries.

    Plagman r1981 20 Aug, 14:05 Engine
    Show details

    Check all the bunch siblings if we get a floor/ceiling hit and walk them if their own planes hit.

  • add preliminary support for sector masks.

    Plagman r1980 20 Aug, 14:05 Engine
    Show details

    When walking the sectors in displayrooms, detect floor/sector masks to place them in a mask queue. The queues are allocated on the heap, but a stack pointer is maintained by the displayrooms to allow it to play nice with mirror recursion. Right now the masks are drawn after all of drawmasks is finished; that means you can see sprites and wall masks through sector masks, but not the opposite. There is a slight attempt at blending far to near, but nothing too conclusive yet; that means that in some cases some sector masks won't be visible through other sector masks, but it should work for trivial cases. The next step would be to copy all the drawmasks logic into Polymer and have it (attempt to) properly interleave sector masks where they belong in the blending order.

  • Don't draw 1-way walls twice.

    Plagman r1979 20 Aug, 14:05 Engine
    Show details

    Previously they would get counted both as 1-way walls for immediate drawing and as mask walls for delayed drawing.

  • Don't bother fogcalc()ing invisible planes.

    Plagman r1978 20 Aug, 14:05 Engine
    Show details

    Doesn't actually matter that much.

Open the build to see all 9 commits