EDuke32 Changelog Unofficial archive

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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October 2011 5 builds · 5 commits

Build 2067

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

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

Build 2061

2 Oct 2011 · 5 commits · 2 authors SVN
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  • fix horizontal spotlight SEs constantly getting invalidated

    Plagman r2057 2 Oct, 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 2055

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

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

August 2011 3 builds · 3 commits

Build 1993

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

    Plagman r1993 27 Aug, 21:42 FixEngine
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    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
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  • fix sector masks translucency.

    Plagman r1991 21 Aug, 12:41 FixEngine
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    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'.

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Build 1982

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

    Plagman r1982 20 Aug, 14:06 FixEngine
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    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.

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