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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Dicembre 2024 1 build · 3 commit

Giugno 2024 1 build · 5 commit

Build 10590

18 giu 2024 · 12 commit · 1 autore GIT
Apri la build
  • fix a bunch of improperly written checks for sprites that have been deleted or wound up outside of playable space

    TerminX e962910 scritto il 15 giu 2024 FixEngine
    Mostra dettagli
  • update miniz to 8714fd3cd8788eb18304200607247926f9728d1f

    TerminX 8823af7 scritto il 6 giu 2024 Engine
  • update lz4 to c537f782c44a0ced71bcf271356aef9506f1375c

    TerminX c5e4719 scritto il 5 giu 2024 Engine
  • add CON_YIELD

    TerminX 1cacbf0 scritto il 26 ott 2023 EngineCON
    Mostra dettagli

    Allows long-running CON execution to yield to rendering and player input handling.

  • bump GL depth buffer size

    TerminX 3211bf7 scritto il 1 feb 2024 Engine
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Dicembre 2023 1 build · 6 commit

Build 10548

24 dic 2023 · 13 commit · 1 autore GIT
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Ottobre 2023 3 build · 16 commit

Build 10514

22 ott 2023 · 20 commit · 1 autore GIT
Apri la build
  • add new TEXT_CENTERCONSTWIDTH flag for screentext to center glyphs within their allotted region in constant width mode

    TerminX 03a39f4 scritto il 18 ott 2023 Engine
  • respect xbetween value for screentext between chars in constant width mode

    TerminX 5997fee scritto il 18 ott 2023 Engine
  • only use debugbreak.h when actually debugging

    TerminX a75625a scritto il 14 ott 2023 Engine
  • undef SMMALLOC_DLL

    TerminX 72acfb7 scritto il 14 ott 2023 Engine
  • lower Polymost SCISDIST to 0.1f

    TerminX c07a22e scritto il 13 ott 2023 Engine
    Mostra dettagli

    Prevents rendering errors with low fov.

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Build 10493

7 ott 2023 · 15 commit · 1 autore GIT
Apri la build
  • add warning if TROR somehow tries to draw the same wall more than once per frame

    TerminX f07e028 scritto il 29 set 2023 Engine
  • don't pass SDL_INIT_HAPTIC to SDL_InitSubSystem() because it's not actually used for game controllers

    TerminX e672ede 7 ott, 09:23 Engine
  • add .ang member for walls in CON

    TerminX 621fb47 scritto il 6 ott 2023 EngineCON
  • clarify windowsHandleFocusChange() logic

    TerminX 32ebc6c scritto il 4 ott 2023 Engine
  • disable glGetGraphicsResetStatus() stuff for now

    TerminX efb5fef scritto il 4 ott 2023 Engine
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Settembre 2023 1 build · 9 commit

Build 10454

11 set 2023 · 18 commit · 2 autori GIT
Apri la build
  • avoid passing -1 as bunchnum to SECTORS_OF_BUNCH

    TerminX aa0e785 scritto il 6 set 2023 Engine
  • minor optimization of 209bc8793d0838bb02d487bd8a74e6199a9911d1 + similar blocks in fgrouscan

    TerminX 3799006 scritto il 6 set 2023 Engine
  • update xxHash to 6f9771f2c014a703f151ac646d5f8074b6236c84

    TerminX 2499744 scritto il 5 set 2023 Engine
  • only update a maximum of one VIEWSCREEN tile per frame

    TerminX 0278536 scritto il 2 set 2023 Engine
    Mostra dettagli

    Improves performance greatly in all renderers in scenes using more than one concurrent VIEWSCREEN sprite displaying unique cameras.

  • move glGetGraphicsReset() shenanigans to videoShowFrame()

    TerminX 49b2de7 scritto il 6 ago 2023 Engine
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Giugno 2023 1 build · 3 commit

Maggio 2023 1 build · 13 commit

Build 10240

17 mag 2023 · 28 commit · 1 autore GIT
Apri la build
  • improve 2d mode sprite color calculation to avoid returning illegible colors

    TerminX 7ca25e4 scritto il 16 mag 2023 Engine
  • make FATAL and ERROR level log messages purposefully screw up the log formatting a little bit so they stand out more

    TerminX a79c95a scritto il 10 mag 2023 Engine
  • add floorzcutoff and floorzrebound player members to control additional aspects of how the player's position reacts to traversing sectors with differing floor heights

    TerminX 6a17ae1 scritto il 6 mag 2023 Engine
    Mostra dettagli

    Not recommended to use these in mods until after Ion Fury: Aftershock ships because they might still change some.

  • CONSTEXPR nextPow2

    TerminX 64fc46b scritto il 19 apr 2023 Engine
  • fix warning

    TerminX 4203dd0 scritto il 2 mag 2023 FixEngine
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Aprile 2023 1 build · 10 commit

Build 10212

5 apr 2023 · 44 commit · 2 autori GIT
Apri la build
  • alter libxmp-lite to use the engine's memory allocation routines instead of the system's

    TerminX bfdf77b scritto il 21 mar 2023 Engine
  • fix bugged hightile skyboxes in polymer when artmapping is enabled

    TerminX 0eba557 scritto il 20 mar 2023 FixEngine
  • bump MAXSPRITESONSCREEN to 4096, add r_maxspritesonscreen cvar, improve handling of cutoff

    TerminX f32e8ae scritto il 16 mar 2023 Engine
  • update ImGui to 9e30fb0ec1b44dc1b041db6bdd53b130b2a18509

    TerminX 2542927 scritto il 14 mar 2023 Engine
  • use engine memory allocation functions

    TerminX bab2b45 scritto il 23 mar 2023 Engine
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Settembre 2022 4 build · 34 commit

Build 10160

11 set 2022 · 4 commit · 1 autore GIT
Apri la build

Build 10154

3 set 2022 · 36 commit · 1 autore GIT
Apri la build
  • fix warning

    TerminX 074a5d6 scritto il 25 ago 2022 FixEngine
  • fix a couple of Windows API error messages to match the others

    TerminX 5430325 scritto il 6 ago 2022 FixEngine
  • enable mimalloc abandoned_page_reset option and call mi_collect() during enginePrepareLoadBoard()

    TerminX 24bcc86 scritto il 31 lug 2022 Engine
  • rework win_systemtimermode stuff, enable by default

    TerminX e957ae5 scritto il 29 lug 2022 Engine
  • remove precompiled SDL2 and libvpx for Windows on ARM64

    TerminX b97e71d scritto il 26 lug 2022 Engine
    Mostra dettagli

    The rationale here is that it's better to provide the build instructions for these libraries (as we already do) with no binary than it is to provide outdated binaries that don't actually match the provided headers anymore.

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Giugno 2022 1 build · 25 commit

Build 10112

11 giu 2022 · 46 commit · 1 autore GIT
Apri la build
  • fix "twitching" of models drawn with rotatesprite when the viewangle changes in polymost and polymer

    TerminX 66e1678 scritto il 10 giu 2022 FixEngine
  • break glBufferData()/glBufferSubData() stuff out of polymost_drawpoly() and into polymost_startBufferedDrawing()/polymost_bufferVert()/polymost_finishBufferedDrawing() and use for polymost_printtext256() and polymer_drawartskyquad()

    TerminX e8ea24b scritto il 10 giu 2022 Engine
  • set polymer sky according to the first sector drawn per frame instead of predetermining it at map load time

    TerminX 2effd51 scritto il 7 giu 2022 Engine
    Mostra dettagli

    This allows maps that use more than one parallax sky texture to look more correct in polymer, assuming only one type of sky is visible at once.

  • improve SDL 1.2 support

    TerminX c8524f3 11 giu, 01:07 Engine
  • work around GCC 12.1 issue with RELEASE=0 builds due to xxHash specifying forced inlining after inlining has been disabled via -O0/-Og

    TerminX 25e5521 scritto il 2 giu 2022 Engine
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Maggio 2022 1 build · 13 commit

Build 10066

17 mag 2022 · 24 commit · 2 autori GIT
Apri la build
  • skip bpos update for STAT_EFFECTOR sprites

    TerminX 2118f9b scritto il 10 mag 2022 Engine
  • this should fix logged messages not displaying in the console in edge cases where an exact multiple of 1024 messages were logged in between actual refreshes of the drawn console

    TerminX 07ccec0 scritto il 5 mag 2022 FixEngine
  • fix mimalloc debug output

    TerminX 1b3f26d scritto il 4 mag 2022 FixEngine
  • slightly less shitty engineVerbosityCallback()

    TerminX 5066aaf scritto il 4 mag 2022 Engine
  • limit block size alignment waste in cache1d a little bit

    TerminX 7c89d3e scritto il 2 mag 2022 Engine
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Aprile 2022 3 build · 20 commit

Build 10033

22 apr 2022 · 13 commit · 1 autore GIT
Apri la build
  • add parameter to videoSet2dMode() to control fullscreen, like videoSetGameMode() uses

    TerminX 3927367 22 apr, 02:56 Engine
    Mostra dettagli

    This allows fullscreen to be toggled in the editor without having to change to 3d mode first.

  • print display name to console when detecting video modes

    TerminX d11731f 22 apr, 02:54 Engine
  • only redetect video modes if the window was actually moved to a different display

    TerminX d753d28 22 apr, 02:53 Engine
  • invalidate stored window position when changing video mode if the combination of origin position and new window size would place the window outside the bounds of the display

    TerminX bb844c1 22 apr, 02:23 Engine
  • add forgotten "PR" loguru verbosity label

    TerminX f7e65ee 22 apr, 02:01 Engine
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Build 10005

16 apr 2022 · 13 commit · 1 autore GIT
Apri la build
  • merge upstream loguru changes

    TerminX 8ad95e5 scritto il 14 apr 2022 Engine
  • add ImGui (https://github.com/ocornut/imgui/tree/docking)

    TerminX f396417 scritto il 18 ago 2021 Engine
    Mostra dettagli

    Everything is hooked up to the engine and functional, but nothing in this branch is utilizing this yet.

  • add optional throttle parameter to engineFPSLimit() to limit the framerate to the refresh rate in menus, etc

    TerminX 1440841 scritto il 31 mar 2022 Engine
  • fix bug where the desktop refresh rate was being ignored in windowed mode, always print refresh rate to console on video mode change

    TerminX f49dfd8 scritto il 28 mar 2022 FixEngine
  • cap framerate to 1000 even if r_maxfps is 0

    TerminX 678efd5 scritto il 28 mar 2022 FixEngine
    Mostra dettagli

    For anyone that really thinks they need more than 1000 fps, "r_maxfps -2" will revert to the previous completely unthrottled behavior.

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Marzo 2022 1 build · 6 commit

Build 9983

25 mar 2022 · 20 commit · 1 autore GIT
Apri la build
  • these uses of EDUKE32_PREDICT_FALSE probably aren't helpful

    TerminX 1a291fa scritto il 5 mar 2022 Engine
  • remove dead OSD_FlushLog() function

    TerminX 89d57f7 scritto il 10 feb 2022 Engine
  • q16 wallvisible()

    TerminX b4fc89b scritto il 10 feb 2022 Engine
  • send events to zero rumble after rumble period has elapsed

    TerminX eb412c9 scritto il 7 feb 2022 Engine
    Mostra dettagli

    This shouldn't be necessary, but I got a report of the controller continuing to rumble indefinitely (even after terminating the game process)

  • templatize bitmap functions and transition direct manipulation of bitmap arrays over to use of the functions

    TerminX 7f6301e scritto il 2 feb 2022 Engine
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