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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Showing 2012 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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March 2012 6 builds · 8 commits

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to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry.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