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 63 builds · 86 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

July 2015 5 builds · 5 commits

June 2015 1 build · 1 commit

May 2013 4 builds · 4 commits

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 3737

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

    Finish Polymer cancer mode and enable by default.

    Plagman r3737 7 May, 00:48 FixEngine
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    TODO: figure out wtf is wrong with rotatesprite, linear filtering.

March 2013 1 build · 2 commits

November 2012 2 builds · 2 commits

Build 3138

9 Nov 2012 · 1 commit · 1 author SVN
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  • General

    Add automatic tracking to the sector[], wall[], sprite[] and tsprite[]

    Plagman r3138 9 Nov, 14:31 FixEngine
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    arrays; any write access to them will run the corresponding hook and write to the [sector/wall/sprite/tsprite]clean array. Note: tsprite and sprite use the same hook and require running a few more instructions per access in order to disambiguiate; this could be made more optimal (like the other arrays) by clearly separating the types in the game code. Note #2: taking a member's address currently marks it dirty because of tons of helper functions across the editor code. I don't know how many read-only accesses we have after taking a member address, but it could also be fixed with some finessing of the code.

October 2012 3 builds · 3 commits

Build 3093

21 Oct 2012 · 1 commit · 1 author SVN
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  • only let emitshadow affect shadows, not lightmaps.

    Plagman r3093 21 Oct, 11:41 Engine
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    Lightmaps are already opt-in anyway.

Build 3092

20 Oct 2012 · 1 commit · 1 author SVN
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  • add support for negative lights

    Plagman r3092 20 Oct, 21:52 Engine
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    And hook them up to cstat 128 (half-submerged, 'c' in mapster).

Build 3091

20 Oct 2012 · 1 commit · 1 author SVN
Open build
  • add a prlight flag to make shadow-less spotlights

    Plagman r3091 20 Oct, 20:41 Engine
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    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.