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 2011 4 builds · 13 commits

Build 1982

20 Aug 2011 · 9 commits · 1 author SVN
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  • fix external view.

    Plagman r1982 20 Aug, 14:06 FixEngine
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    Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.

  • propagate lights across vertical boundaries.

    Plagman r1981 20 Aug, 14:05 Engine
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    Check all the bunch siblings if we get a floor/ceiling hit and walk them if their own planes hit.

  • add preliminary support for sector masks.

    Plagman r1980 20 Aug, 14:05 Engine
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    When walking the sectors in displayrooms, detect floor/sector masks to place them in a mask queue. The queues are allocated on the heap, but a stack pointer is maintained by the displayrooms to allow it to play nice with mirror recursion. Right now the masks are drawn after all of drawmasks is finished; that means you can see sprites and wall masks through sector masks, but not the opposite. There is a slight attempt at blending far to near, but nothing too conclusive yet; that means that in some cases some sector masks won't be visible through other sector masks, but it should work for trivial cases. The next step would be to copy all the drawmasks logic into Polymer and have it (attempt to) properly interleave sector masks where they belong in the blending order.

  • Don't draw 1-way walls twice.

    Plagman r1979 20 Aug, 14:05 Engine
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    Previously they would get counted both as 1-way walls for immediate drawing and as mask walls for delayed drawing.

  • Don't bother fogcalc()ing invisible planes.

    Plagman r1978 20 Aug, 14:05 Engine
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    Doesn't actually matter that much.

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Build 1965

14 Aug 2011 · 1 commit · 1 author SVN
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  • General

    Fix colored fog in Polymer.

    Plagman r1965 14 Aug, 20:41 FixEngine
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    This fixes a ridiculous interaction problem between non-black fog and additive lighting passes. Plagman is stupid.

June 2011 1 build · 1 commit

Build 1919

26 Jun 2011 · 1 commit · 1 author SVN
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  • General

    Polymer ROR support, but no support for masked floor/ceilings yet.

    Plagman r1919 26 Jun, 01:54 Engine

May 2011 2 builds · 3 commits

Build 1881

11 May 2011 · 2 commits · 1 author SVN
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  • General

    Only invoke pkg-config for non-Windows platforms.

    Plagman r1881 11 May, 15:15
  • General

    Fix two warnings I introduced a while back.

    Plagman r1880 11 May, 15:14 Fix

Build 1879

11 May 2011 · 1 commit · 1 author SVN
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  • General

    Fixes for building on OpenBSD. Doesn't break Linux, pending Win32 synthesis

    Plagman r1879 11 May, 14:58 Fix
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    results.

April 2011 1 build · 1 commit

Build 1873

27 Apr 2011 · 1 commit · 1 author SVN
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  • General

    Fix the bug where Mapster32 tile selection would display the detail map of a

    Plagman r1873 27 Apr, 07:30 FixEngine
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    tile.

March 2011 9 builds · 9 commits

Build 1847

16 Mar 2011 · 1 commit · 1 author SVN
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  • General

    Don't warp mouse if DEBUGGINGAIDS is enabled; this'll make us ignore events if

    Plagman r1847 16 Mar, 18:27
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    they happen to exactly go the the center of the screen, but not that big of a deal.

Build 1839

11 Mar 2011 · 1 commit · 1 author SVN
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    MD3 export script for Blender, based off the XReal hosted one and modified to

    Plagman r1839 11 Mar, 00:01
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    not prompt you for shader paths, collapsed into a single file and to avoid transforming normals. This might break for rotations, but I don't think such transforms should happen with a straight import from ASE -> export to MD3.

Build 1834

7 Mar 2011 · 1 commit · 1 author SVN
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  • General

    Checking in ASE import script for Blender, improved with vertex normal support.

    Plagman r1834 7 Mar, 21:46

Build 1819

4 Mar 2011 · 1 commit · 1 author SVN
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    Move hardcoded windowed resolution list to baselayer (based off winlayer ones + 1366x768).

    Plagman r1819 4 Mar, 08:04

Build 1818

4 Mar 2011 · 1 commit · 1 author SVN
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  • General

    Adds r_pr_overridemodelscale to help with getting models in-game, also works with HUD models.

    Plagman r1818 4 Mar, 06:33

Build 1817

3 Mar 2011 · 1 commit · 1 author SVN
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  • General

    Slight tweak to the main loop to be more interactive when the game code runs really slow (as opposed to the renderer).

    Plagman r1817 3 Mar, 07:57 Engine

Build 1814

1 Mar 2011 · 1 commit · 1 author SVN
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    Add custom FOV support for HUD model definitions with the 'fov' DEF token (in build angles). Also adds an r_pr_overridehud cvar in order to preview DEF token changes in-game using the r_pr_hud* cvars.

    Plagman r1814 1 Mar, 06:52

February 2011 6 builds · 6 commits

Build 1812

28 Feb 2011 · 1 commit · 1 author SVN
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  • General

    Add Polymer support to rotatesprite, which hooks up highpal amongst other things.

    Plagman r1812 28 Feb, 04:56 Engine

Build 1798

20 Feb 2011 · 1 commit · 1 author SVN
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  • General

    DREALMSPAL and TITLEPAL were accidentally swapped with revision 1772.

    Plagman r1798 20 Feb, 07:07