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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April 2012 2 builds · 2 commits

March 2012 6 builds · 8 commits

Build 2580

31 Mar 2012 · 2 commits · 1 author SVN
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  • remove Intel whitelist

    Plagman r2580 31 Mar, 21:32
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    Allow all drivers for now; if anything, we should start maintaining a blacklist now that most Intel chips have decent enough support to be able to run stuff satisfactorily.

  • General

    Fix OpenGL screenshots with unaligned widths such as 1366

    Plagman r2579 31 Mar, 21:24 FixEngine

Build 2577

31 Mar 2012 · 1 commit · 1 author SVN
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  • General

    Fix the MSVC build, common.c was only added to the GNU Makefile.

    Plagman r2577 31 Mar, 17:26 Fix

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to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry.

  • don't shadow-optimize light culling in cached sprites

    Plagman r2535 25 Mar, 17:55 Engine
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    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.

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 9 builds · 11 commits

Build 2080

22 Oct 2011 · 1 commit · 1 author SVN
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  • tell gl.h not to include the system's glext.h

    Plagman r2080 22 Oct, 22:02
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    We pack our own copy of glext.h to avoid build breakages on older environments, and having gl.h include its own was defeating all that.

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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  • constantly get the textures handle for projective spotlights

    Plagman r2058 2 Oct, 00:09 Engine
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    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 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 2056

1 Oct 2011 · 1 commit · 1 author SVN
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  • preliminary support for GL_ARB_debug_output

    Plagman r2056 1 Oct, 22:56 Engine
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    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.

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.

Build 2053

1 Oct 2011 · 1 commit · 1 author SVN
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  • Discard cached sprite planes on texinvalidate

    Plagman r2053 1 Oct, 18:00 Engine
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    Sprites would stick with their old material on global palette change. This goes through all prsprites and clobbers their CRCs so that an alternate skin / tint / highpal can be applied accordingly.

Build 2052

1 Oct 2011 · 2 commits · 1 author SVN
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  • account for model flipping for backface culling.

    Plagman r2052 1 Oct, 17:32 Engine
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    The winding order of faces is different if only flipping about X or Y, and we were unconditionally culling CW faces.

  • fix leading whitespace in polymer_drawmdsprite

    Plagman r2051 1 Oct, 17:31 FixEngine

September 2011 1 build · 1 commit

Build 2032

18 Sep 2011 · 1 commit · 1 author SVN
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  • sanitize backface culling

    Plagman r2032 18 Sep, 00:18 Engine
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    Keep track of which side is getting culled, swap around mirrors, swap around model drawing.

August 2011 4 builds · 13 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'.

  • Don't draw back faces of sector masks.

    Plagman r1990 21 Aug, 12:41 Engine
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    We normally enable backface culling always, but turn it off for two-sided sprites; we need to make sure it's re-enabled after that as sector masks are drawn after.