EDuke32 Changelog Archivio non ufficiale

Cosa è cambiato in EDuke32, build per build

2.117 build · 8.866 commit · 25 autori · Ottobre 2009 – Agosto 2026

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Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Aprile 2012 2 build · 2 commit

Marzo 2012 6 build · 8 commit

Build 2580

31 mar 2012 · 2 commit · 1 autore SVN
Apri la build
  • remove Intel whitelist

    Plagman r2580 31 mar, 21:32
    Mostra dettagli

    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.

  • Generale

    Fix OpenGL screenshots with unaligned widths such as 1366

    Plagman r2579 31 mar, 21:24 FixEngine

Build 2536

25 mar 2012 · 2 commit · 1 autore SVN
Apri la build
  • cull sprite lights after computing sprite geometry

    Plagman r2536 25 mar, 17:55 FixEngine
    Mostra dettagli

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to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry.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

    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 autore SVN
Apri la build
  • fix animations that loop to frame 0

    Plagman r2443 10 mar, 22:52 FixEngine
    Mostra dettagli

    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.

Ottobre 2011 9 build · 11 commit

Build 2080

22 ott 2011 · 1 commit · 1 autore SVN
Apri la build
  • tell gl.h not to include the system's glext.h

    Plagman r2080 22 ott, 22:02
    Mostra dettagli

    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 ott 2011 · 1 commit · 1 autore SVN
Apri la build
  • support for creating a debugging context in winlayer

    Plagman r2067 2 ott, 17:14 FixEngine
    Mostra dettagli

    This also fixes a warning when building for Windows.

Build 2061

2 ott 2011 · 5 commit · 2 autori SVN
Apri la build
  • constantly get the textures handle for projective spotlights

    Plagman r2058 2 ott, 00:09 Engine
    Mostra dettagli

    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 ott, 00:09 FixEngine
    Mostra dettagli

    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.

Apri la build per vedere tutti i 5 commit

Build 2056

1 ott 2011 · 1 commit · 1 autore SVN
Apri la build
  • preliminary support for GL_ARB_debug_output

    Plagman r2056 1 ott, 22:56 Engine
    Mostra dettagli

    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 ott 2011 · 1 commit · 1 autore SVN
Apri la build
  • Fix upside-down projective textures

    Plagman r2055 1 ott, 20:09 FixEngine
    Mostra dettagli

    We need to Y-invert the projection texcoords when sampling from the lightmap.

Build 2053

1 ott 2011 · 1 commit · 1 autore SVN
Apri la build
  • Discard cached sprite planes on texinvalidate

    Plagman r2053 1 ott, 18:00 Engine
    Mostra dettagli

    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 ott 2011 · 2 commit · 1 autore SVN
Apri la build
  • account for model flipping for backface culling.

    Plagman r2052 1 ott, 17:32 Engine
    Mostra dettagli

    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 ott, 17:31 FixEngine

Settembre 2011 1 build · 1 commit

Build 2032

18 set 2011 · 1 commit · 1 autore SVN
Apri la build
  • sanitize backface culling

    Plagman r2032 18 set, 00:18 Engine
    Mostra dettagli

    Keep track of which side is getting culled, swap around mirrors, swap around model drawing.

Agosto 2011 4 build · 13 commit

Build 1993

27 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • fix leak of GL query objects

    Plagman r1993 27 ago, 21:42 FixEngine
    Mostra dettagli

    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 ago 2011 · 2 commit · 1 autore SVN
Apri la build
  • fix sector masks translucency.

    Plagman r1991 21 ago, 12:41 FixEngine
    Mostra dettagli

    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 ago, 12:41 Engine
    Mostra dettagli

    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.