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

Select a year to see its builds
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 1 active

Showing 67 commits

Export CSV
Display options
Commit details:
Active filters: Area: Polymer Clear all

August 2023

August 2021

  • update sectors if visibility changed.

    Plagman d032a99 written 13 Feb 2021 Build 9511 Engine
    Show details

    Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.

February 2020

March 2018

July 2017

June 2016

July 2015

May 2015

  • fix rendering of middle part of 1-way masked wall.

    Helixhorned r5230 22 May, 05:43 Build 5230 FixEngine
    Show details

    It does not depend on the "swap bottom wall parts" bit being set. The fix is by matching up the related code with Polymost.

April 2015

December 2014

March 2014

  • disable normal/parallax mapping in rotatesprite.

    Helixhorned r4409 30 Mar, 13:35 Build 4410 Engine
    Show details

    It was plainly noticeable in the editor's tile info display, for example.

February 2014

  • factor out polymer_invalidateartmap(), use it in invalidatetile().

    Helixhorned r4304 8 Feb, 06:37 Build 4309 FixEngine
    Show details

    This fixes updating the viewscreen in Polymer's ART mapping mode.

  • factor out polymer_invalidatesprite(), use when viewscreen tex changed.

    Helixhorned r4303 8 Feb, 06:37 Build 4309 Engine
    Show details

    Also, rewrite invalidatetile() for clarity.

December 2013

October 2013

September 2013

  • in model preprocessing, implement cos/sin by table lookup.

    Helixhorned r4060 13 Sep, 13:23 Build 4061 Engine
    Show details

    This reduces the proportion of time the trig calculations take of the whole preprocessing from 50% to about 13%.

August 2013

  • slightly more complete handling of (multi-tile) ART skies.

    Helixhorned r3977 4 Aug, 13:37 Build 3979 Engine
    Show details

    - 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

June 2013

May 2013

  • fix possible NULL pointer dereference in polymer_getbuildmaterial().

    Helixhorned r3799 22 May, 09:23 Build 3799 FixEngine
  • fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)

    Helixhorned r3779 16 May, 14:54 Build 3780 FixEngine
  • fix floor sprites with y flipping by removing special-case code.

    Helixhorned r3776 16 May, 14:54 Build 3780 FixEngine
    Show details

    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 May, 14:54 Build 3780 Engine
    Show details

    Also, add some defines for sprite cstats to build.h (SPR_*) and use them.

  • Hook ART mapping to rotatesprite.

    Plagman r3741 7 May, 23:53 Build 3741 Engine
    Show details

    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.

  • Make ART mapping work with any number of shade offsets (eg. BLOOD pal)

    Plagman r3740 7 May, 23:18 Build 3740 Engine

March 2013

October 2012

  • only let emitshadow affect shadows, not lightmaps.

    Plagman r3093 21 Oct, 11:41 Build 3093 Engine
    Show details

    Lightmaps are already opt-in anyway.

  • add support for negative lights

    Plagman r3092 20 Oct, 21:52 Build 3092 Engine
    Show details

    And hook them up to cstat 128 (half-submerged, 'c' in mapster).

  • add a prlight flag to make shadow-less spotlights

    Plagman r3091 20 Oct, 20:41 Build 3091 Engine
    Show details

    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.

July 2012

  • fix underwalls being not animated (introduced in r2823).

    Helixhorned r2835 15 Jul, 02:23 Build 2835 FixEngine
  • simplify some code while I'm at it (equivalence tranformations only)

    Helixhorned r2823 9 Jul, 12:00 Build 2824 Engine
  • bring the ypanning correction for non-pow2 walls closer to Pmost's, pt2

    Helixhorned r2822 9 Jul, 12:00 Build 2824 Engine
    Show details

    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 Jul, 12:00 Build 2824 Engine
    Show details

    This makes the corrections conditional on where they appear in (under-, over-, white or mask wall).

  • factor out wall y panning coefficient calculation.

    Helixhorned r2811 6 Jul, 08:36 Build 2811 FixEngine
    Show details

    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 !!!

April 2012

  • when drawing art sky, temporarily set texcoord s wrapping to clamping.

    Helixhorned r2606 10 Apr, 13:14 Build 2606 FixEngine
    Show details

    This properly fixes the unwanted vertical lines.

March 2012

  • Fix a potential uninitialized mem read in debug msg when in void space.

    Helixhorned r2565 28 Mar, 12:45 Build 2566 FixEngine
  • cull sprite lights after computing sprite geometry

    Plagman r2536 25 Mar, 17:55 Build 2536 FixEngine
    Show details

    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 Build 2536 Engine
    Show details

    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.

  • fix animations that loop to frame 0

    Plagman r2443 10 Mar, 22:52 Build 2443 FixEngine
    Show details

    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

  • support for creating a debugging context in winlayer

    Plagman r2067 2 Oct, 17:14 Build 2067 FixEngine
    Show details

    This also fixes a warning when building for Windows.

  • fix stupid typo that broke r2057

    Plagman r2063 2 Oct, 04:44 Build 2063 FixEngine
  • constantly get the textures handle for projective spotlights

    Plagman r2058 2 Oct, 00:09 Build 2061 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 Build 2061 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.

  • preliminary support for GL_ARB_debug_output

    Plagman r2056 1 Oct, 22:56 Build 2056 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.