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 134 builds · 185 commits

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September 2021 1 build · 1 commit

Build 9598

8 Sep 2021 · 1 commit · 1 author GIT
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  • polymer: show shader compile log on failure, not just link log

    Plagman 25afea9 written 16 Aug 2021 Engine
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    Mesa conveys most of the useful info through there, not linking.

August 2021 3 builds · 4 commits

Build 9511

16 Aug 2021 · 1 commit · 1 author GIT
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  • update sectors if visibility changed.

    Plagman d032a99 written 13 Feb 2021 Engine
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    Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.

Build 9510

16 Aug 2021 · 1 commit · 1 author GIT
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  • General

    Don't compute lights for parallaxed geometry we either won't draw or won't

    Plagman 70bb998 written 13 Feb 2021 Engine
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    need lights. This should save a bit of work in the general case with skies, too.

Build 9509

16 Aug 2021 · 2 commits · 1 author GIT
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  • polymer: 'fix' texture scale on relative floors

    Plagman 7ea7ebc 16 Aug, 15:17 FixEngine
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    Classic relative scaling apparently had some numerical artifacts related to length of firstwall. Cribbing the logic added in 6fc6b7d5 in Polymost along with bumping the precision of the intermediate terms seems to make it line up fully. Rooftop floor in E1L1 and surrounding ledges are good test cases for this.

  • polymer: fix angle precision with sector relative tile alignment

    Plagman 58b10f6 written 14 Aug 2021 FixEngine

June 2016 1 build · 1 commit

September 2015 1 build · 1 commit

July 2015 5 builds · 5 commits

June 2015 1 build · 2 commits

Build 5267

14 Jun 2015 · 2 commits · 1 author SVN
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  • General

    Fix automap lines in Polymer mode

    Plagman r5267 14 Jun, 16:42 FixEngine
  • General

    add pr_nullrender variable to toggle drawing and updating GL buffers

    Plagman r5266 14 Jun, 16:42

June 2014 1 build · 1 commit

May 2014 2 builds · 2 commits

Build 4466

10 May 2014 · 1 commit · 1 author SVN
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  • General

    Revert window fullscreen stuff until we have aspect-correct upscaling

    Plagman r4466 10 May, 14:20 Fix
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    pass.

Build 4463

3 May 2014 · 1 commit · 1 author SVN
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  • General

    Add some useful preprocessor definition to the checked-in MSVC project

    Plagman r4463 3 May, 18:25

April 2014 1 build · 1 commit

May 2013 6 builds · 8 commits

Build 3742

9 May 2013 · 1 commit · 1 author SVN
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  • General

    Ignore ART mapping for TILE_ANIM, which is dynamically populated by the game

    Plagman r3742 9 May, 00:22
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    during ANM playback.

Build 3741

7 May 2013 · 1 commit · 1 author SVN
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  • Hook ART mapping to rotatesprite.

    Plagman r3741 7 May, 23:53 Engine
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    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.

Build 3739

7 May 2013 · 2 commits · 1 author SVN
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  • General

    Revert to spherical shading; it's not like you could look up in classic anyway.

    Plagman r3739 7 May, 22:03 Fix
  • General

    Fix interaction between ART mapping and lighting.

    Plagman r3738 7 May, 22:03 Fix