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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Showing 27 builds · 28 commits

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March 2018 1 build · 1 commit

June 2016 2 builds · 2 commits

July 2015 2 builds · 2 commits

May 2015 1 build · 1 commit

Build 5230

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

    Helixhorned r5230 22 May, 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.

December 2014 1 build · 1 commit

February 2014 1 build · 1 commit

October 2013 1 build · 1 commit

June 2013 1 build · 1 commit

May 2013 2 builds · 3 commits

Build 3780

16 May 2013 · 7 commits · 1 author SVN
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  • fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)

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

    Helixhorned r3776 16 May, 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.

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March 2013 1 build · 1 commit

July 2012 2 builds · 2 commits

Build 2811

6 Jul 2012 · 2 commits · 1 author SVN
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  • factor out wall y panning coefficient calculation.

    Helixhorned r2811 6 Jul, 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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April 2012 1 build · 1 commit

March 2012 3 builds · 3 commits

Build 2536

25 Mar 2012 · 2 commits · 1 author 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.

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Build 2443

10 Mar 2012 · 1 commit · 1 author 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.

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.