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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August 2023

January 2021

August 2020

February 2020

January 2020

March 2018

  • center texel fetches for palette lookups and add various optimizations related to indexed texture changes

    pogokeen r6777 21 Mar, 13:41 Build 6777 Engine

February 2018

December 2017

  • Account for yscale when deciding if the sky is tall enough to repeat or not. Comment out code that is not working as expected.

    Hendricks266 r6560 11 Dec, 21:14 Build 6563 Engine
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    Patch from Fox.

November 2017

  • Set r_parallaxskypanning to 1 by default.

    Hendricks266 r6521 28 Nov, 23:29 Build 6522 Engine
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    This enables sky panning, which allows the effect of CLOUDYSKIES to work properly. Patch from Fox.

  • Display paper-skies correctly when looking up or down.

    Hendricks266 r6520 28 Nov, 23:29 Build 6522 Engine
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    Show a solid color for skies taller than 256 px, otherwise repeat. Patch from Fox.

October 2017

  • New projection hack algorithm: Keep zoom equivalent to Classic when looking straight ahead.

    Hendricks266 r6486 15 Oct, 20:32 Build 6486 Engine
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    Patch from Fox.

June 2017

October 2016

  • Clear wsprinfo[] upon map load. This should address some remaining instances of wall-ornamented sprite z-fighting.

    Hendricks266 r5910 24 Oct, 14:30 Build 5911 Engine

May 2016

April 2016

March 2016

  • Add r_texcompr 2, which compresses ART in addition to hightile.

    Hendricks266 r5648 7 Mar, 03:21 Build 5650 Engine
  • Add HICR_ARTIMMUNITY and DAMETH_ARTIMMUNITY, which currently function identically to NOTEXCOMPRESS and NODOWNSIZE combined, and are only used when:

    Hendricks266 r5647 7 Mar, 03:21 Build 5650 Engine
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    1. Using an ART tile 2. Using a hightile defined through the tilefromtexture "texture" subtoken 3. Using a hightile that, if downsized, will be smaller than the ART tile for that tilenum (tenuous)

February 2016

  • Refactor all GL internal texture format decision making into uploadtexture().

    Hendricks266 r5642 28 Feb, 22:34 Build 5643 Engine
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    This directly achieves the following: * Eliminated codedup. * Recently introduced GL ES performance downsampling now applies to model skins. * Replaces the alpha/art format distinction with {RGB/no alpha, RGBA/one-bit alpha (ART transparency), RGBA/full alpha}. * Cleanly allows multiple fallback formats for each type. * Ready for further commits.

December 2015

November 2015

  • Bookend the recursive call to polymost_drawpoly as part of the fullbright pass with bglDepthFunc(GL_EQUAL) and bglDepthFunc(GL_LEQUAL) to ensure that the fullbright overlay is always visible and never fights with the sprite itself.

    Hendricks266 r5438 25 Nov, 04:07 Build 5454 Engine
  • Remove "indrawroomsandmasks" variable and its only use in polymost_drawpoly as a condition for the fullbright pass.

    Hendricks266 r5437 25 Nov, 04:07 Build 5454 Engine
  • Connect spriteext[].x/ypanning to model UVs (range 0-255).

    Hendricks266 r5436 25 Nov, 04:07 Build 5454 Engine
  • Clean up formatting of parallax sky code and comments, in part so that the floor and ceiling sections are line-for-line consistent. DONT_BUILD.

    Hendricks266 r5417 written 1 Nov 2015 Build 5423 Engine

August 2015

January 2015

  • fix wall and floor sprites clipping into or z-fighting with surfaces (replaces glDepthRange() hacks for sprites), add r_nofog cvar for debugging, reduce the total number of OpenGL calls by only calling glFogi() to set the fog mode when initializing the renderer or changing r_usenewshading.

    TerminX r4904 10 Jan, 20:56 Build 4904 FixEngine

June 2014

  • r_npotwallmode, emulating 8-bit for walls w/ nonpow2 height textures.

    Helixhorned r4498 1 Jun, 04:55 Build 4500 Engine
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    When that mode is enabled (see below for caveats), wall textures that have a non-power-of-two height (call it 'h') will be modified to look like in classic: Let 'H' be the next power of two greater than 'h'. The texture will be uploaded with height 'H', made up from 'h' hlines of the original texture, followed by 'H'-'h' first hlines of the same. No panning "corrections" will take place. The mode is disabled by default. Caveats/notes: * the mode requires that r_hightile is disabled * it is not implemented in Polymer * in the Lunatic build, it is ineffective when a VX map is loaded, as those display walls with NPOT height textures correctly

May 2014

  • in NPOT wall ypanning "correction", behave like Polymer in one corner case.

    Helixhorned r4484 28 May, 15:40 Build 4488 Engine
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    Specifically, the handling of one-way walls ([1] in Mapster32) was slightly different.

  • make r_usetileshades 2 the default.

    Helixhorned r4459 1 May, 09:55 Build 4459 Engine
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    This mode does not take a sector's visibility values into account for uniform darkening of a texture. It is more faithful to classic with respect to fog/visibility *distances*, but may be less so as far as the "tint" of the texture due to visibility attenuation is concerned.

March 2014

  • introduce r_usenewshading 3 and make it the default.

    Helixhorned r4393 23 Mar, 16:14 Build 4394 Engine
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    With this mode, the near distance of the linear fog is always 0, unlike being negative with r_usenewshading 2.

November 2013

  • handle HUD model 'fov' DEF token.

    Helixhorned r4172 22 Nov, 11:26 Build 4176 Engine
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    This "simply" requires an appropriate factor in the projection matrix. Also, get rid of a special-case factor for >=1.6 aspects (making HUD models wider then, I think).

September 2013

  • make spriteext[].{x,y,z}off independent of xdimen/viewingrange/aspect.

    Helixhorned r4058 13 Sep, 13:23 Build 4061 FixEngine
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    The offsets (that will translate the axes for .pitch/.roll rotation) were calculated improperly with screen sizes other than 1280 x 1024 and were dependent on other related variables. The fix proceeded empirically, i.e. mostly trial, error, and some educated guesswork. (It's telling that the magic constant 1280 is needed.) A test for Lunatic is added to test.lua that will rotate SEENINES. Bug pointed out by Mblackwell.

August 2013

  • fix my r_usetileshades==2 sub-method.

    Helixhorned r4010 12 Aug, 08:18 Build 4017 FixEngine
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    Don't touch TerminX's r_usetileshades==1 or it being the default.

May 2013

March 2013