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

Commit per anno

Seleziona un anno per vederne le build
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
Filtri · 1 attivi

Visualizzate 671 build · 3.294 commit

Esporta CSV
Opzioni di visualizzazione
Dettagli dei commit:

Novembre 2021 12 build · 58 commit

Build 9787

12 nov 2021 · 5 commit · 1 autore GIT
Apri la build
  • clean up r_persistentstreambuffer so you can turn it on and off without having to restart anything

    TerminX 47e24d2 12 nov, 07:53 Engine
  • move all the cvars in polymost.cpp so that they're at least in the same spot

    TerminX 839c192 12 nov, 07:53 Engine
  • update SDL to bfd2f8993f173535efe436f8e60827cc44351bea

    TerminX c1a128d 12 nov, 08:38
  • fix a few polymer lighting bugs, add interpolation to light positions, etc

    TerminX e67e539 12 nov, 08:38 FixEngine
  • improve GL state management, add support for GL sampler objects, add libtess2 and implement in polymer in place of the GLU tesselator, drop dependency on libGLU, improve GL debug output (in debug builds), fix various GL resource leaks

    TerminX b6740a7 12 nov, 08:38 FixEngine
    Mostra dettagli

    This should prevent a few more state changes, and address issues arising from rendermode changes wiping our state but not any of our accounting data for said state. Because libtess2 seems to be abandoned and because there were a few issues I needed to fix anyway, I went ahead and made a custom single-file header-only version for improved performance.

Build 9782

12 nov 2021 · 4 commit · 1 autore GIT
Apri la build
  • fix extra counters shown with r_showfps values greater than 1 to account for frames being rendered in places where they previously weren't

    TerminX 661883a 12 nov, 07:02 Fix
  • detect GL_ARB_sampler_objects, drop detection of GL_ARB_vertex_buffer_object, GL_EXT_texture_edge_clamp, and GL_SGIS_texture_edge_clamp

    TerminX 7304811 12 nov, 07:16 Engine
  • update to 0.1.34

    TerminX 0e45faa 12 nov, 07:01
  • remove unfinished x86_64 port of the original x86 classic renderer

    TerminX 3ddb9dd 12 nov, 07:26 Engine
    Mostra dettagli

    It never worked.

Build 9778

12 nov 2021 · 6 commit · 1 autore GIT
Apri la build
  • re-add EDuke32-specific patch I accidentally lost when I updated it

    TerminX a9ba29f 12 nov, 05:58
  • fix screen return-to-center when triggering save checkpoints, hopefully for good this time. :p

    TerminX e08d1a9 scritto il 4 set 2021 Fix
  • fix map console command to work correctly with coroutine setup

    TerminX 01f10a6 scritto il 4 set 2021 Fix
    Mostra dettagli

    Adds MODE_NEWGAME to player .gm

  • turn G_DrawFrame() into a coroutine that can just be resumed from wherever we need to

    TerminX cd55f33 scritto il 4 set 2021
    Mostra dettagli
  • Generale

    Update SDL gamecontrollerdb.txt

    TerminX 3c256ba 12 nov, 05:12
Apri la build per vedere tutti i 6 commit

Build 9772

12 nov 2021 · 4 commit · 1 autore GIT
Apri la build
  • sound fixes

    TerminX 6812b74 scritto il 11 nov 2021 Fix
  • minor AdLib driver fixes

    TerminX fb4369f scritto il 11 nov 2021 Fix
    Mostra dettagli

    This fixes a crash when restarting the sound system twice in a row with the OPL3 driver selected but an .ogg (or .flac or any other format) is playing instead, and makes a couple of things FORCE_INLINE in the process.

  • move libasync task to VoiceNode struct, explicitly wait on task completion before attempting to service a voice with MV_BeginService()

    TerminX 68c56c7 scritto il 11 nov 2021 Fix
    Mostra dettagli

    This fixes crashes when attempting to service an .ogg voice immediately after starting playback, before the decoder has actually finished initializing.

  • fix warning

    TerminX 37987dd 12 nov, 01:33 Fix

Build 9767

11 nov 2021 · 12 commit · 1 autore GIT
Apri la build
  • jump to menu options when pressing letter keys

    TerminX 3ec0597 scritto il 10 nov 2021
  • move yax_updown[] reset to yax_update()

    TerminX d5a6729 scritto il 12 ago 2021 Engine
  • add scroll wheel support back into file selection menus, add PgUp/PgDn and scroll wheel support to the little submenus used for selecting screen resolution and configuring the framerate limit etc

    TerminX 466b45d scritto il 12 ago 2021
  • don't use SDL_WINDOW_FULLSCREEN_DESKTOP and don't call SDL_SetWindowBordered in fullscreen

    TerminX ef06dff scritto il 12 ago 2021 Engine
  • ignore SDL_WINDOWEVENT_MOVED and SDL_WINDOWEVENT_RESIZED in fullscreen

    TerminX bd1cd8c scritto il 12 ago 2021 Engine
    Mostra dettagli

    I'm not sure if this is going to end up being the correct thing to do here, but it's what we shipped in the Fury 2.0 binary.

Apri la build per vedere tutti i 12 commit

Ottobre 2021 8 build · 118 commit

Build 9747

31 ott 2021 · 23 commit · 1 autore GIT
Apri la build
  • fix S_ChangeSoundPitch()/CON_SETACTORSOUNDPITCH

    TerminX bfeaf61 scritto il 7 set 2021 Fix
  • improve S_StopAllSounds() (I think)

    TerminX d8a22b7 scritto il 7 set 2021
  • use .playing member of sound_t as bitfield, improve freeSlotQueue std::atomic usage

    TerminX 88047c8 scritto il 7 set 2021
  • offload xmp_create_context()/xmp_load_module_from_memory() into worker thread

    TerminX 0730abd scritto il 7 set 2021
  • offload initial ov_open_callbacks() etc calls for vorbis into worker threads to avoid VM stalls when playing tons of .oggs from script

    TerminX 76b0d9c scritto il 7 set 2021
Apri la build per vedere tutti i 23 commit

Build 9721

8 ott 2021 · 1 commit · 1 autore GIT
Apri la build
  • Generale

    Revert "engine: make floor sprites clip a little more like floors"

    TerminX 964c0b5 8 ott, 02:10 FixEngine
    Mostra dettagli

    clipmove() really needs concrete indication of a moving point's starting floor height for this optimization to work correctly, and inferring that ourselves without it being explicitly passed in isn't something that would work.

    Annulla
    81f7c71 — engine: make floor sprites clip a little more like floors (Build 9710)

Build 9720

7 ott 2021 · 10 commit · 1 autore GIT
Apri la build
  • SW

    fix buffer overflow preventing the game from starting, exposed by switching to the new memory allocation systems

    TerminX 6a1f4ec 7 ott, 12:15 Fix
  • fix SDL fullscreen issues

    TerminX cae5d70 scritto il 22 set 2021 FixEngine
  • remove r_pr_vbos cvar and the code paths used for values 0 and 1

    TerminX 1682ff4 scritto il 14 ago 2021 FixEngine
    Mostra dettagli

    r_pr_vbos 0 was broken and r_pr_vbos 1 became useless once it was clear r_pr_vbos 2 wasn't causing issues.

  • add GL context version to glinfo, allow in 8 bpp mode (it's still backed by a GL surface, after all...)

    TerminX ab2e5f0 scritto il 8 ago 2021 Engine
  • manually flush console log file ptr in crash handler

    TerminX a68d0d8 scritto il 25 set 2021 FixEngine
Apri la build per vedere tutti i 10 commit

Build 9710

6 ott 2021 · 31 commit · 1 autore GIT
Apri la build
  • additional gamevar verification when loading savegames

    TerminX 43cd843 scritto il 26 set 2021 CON
  • add coordinates to log output from clipmove()

    TerminX 32d5774 scritto il 29 set 2021 Engine
  • make floor sprites clip a little more like floors

    TerminX 81f7c71 scritto il 3 ott 2021 Engine
  • bump MAXCLIPNUM to 4096

    TerminX c5f07af scritto il 3 ott 2021 Engine
    Mostra dettagli

    This isn't really ideal, but neither is hitting the limit due to maps with an excessive number of sprites that use clipshapes.

  • move P_SetupMiscInputSettings() from game.cpp into game.h and call after loading savegames

    TerminX 44f11d8 scritto il 3 ott 2021
Apri la build per vedere tutti i 31 commit

Build 9679

6 ott 2021 · 28 commit · 1 autore GIT
Apri la build
Apri la build per vedere tutti i 28 commit

Build 9651

6 ott 2021 · 1 commit · 1 autore GIT
Apri la build
  • Generale

    MinGW build fix... I'm going to hell for this one

    TerminX a891732 6 ott, 16:13 Fix
    Mostra dettagli

    This works around what looks like a problem with the MinGW cross-compiler toolchain in Debian.

Build 9631

6 ott 2021 · 24 commit · 2 autori GIT
Apri la build
Apri la build per vedere tutti i 24 commit

Agosto 2021 4 build · 60 commit

Build 9570

21 ago 2021 · 2 commit · 2 autori GIT
Apri la build
  • remove the extra flag passed to mouseLockToWindow() in GAME_onshowosd() that made it just show/hide the cursor instead of actually grabbing and ungrabbing input

    TerminX d1b3b70 scritto il 28 lug 2021 Fix
    Mostra dettagli

    Truth be told, I don't even remember why this hack was necessary. Let me know if anything breaks. Fixes terminx/eduke32#143.

Apri la build per vedere tutti i 2 commit

Build 9568

21 ago 2021 · 56 commit · 1 autore GIT
Apri la build
  • fix savegame MUSICANDSFX issues

    TerminX e28d400 scritto il 29 lug 2021 Fix
    Mostra dettagli

    Fixes terminx/eduke32#75 and terminx/eduke32#179.

  • fix issue with Polymer lights sometimes not appearing after the player dies and respawns

    TerminX d595a39 scritto il 20 ago 2021 FixEngine
    Mostra dettagli
  • skip drawing sprites in textured view if the sector is grayed out

    TerminX b4d1041 scritto il 18 ago 2021 Engine
  • use bitmap_set/bitmap_test in cansee()

    TerminX 0ffad64 scritto il 24 lug 2021 Engine
  • use array notation instead of pointer arithmetic for dereferences of actor execptr

    TerminX 6467e6f scritto il 20 lug 2021 Fix
Apri la build per vedere tutti i 56 commit

Luglio 2021 1 build · 2 commit

Build 9459

1 lug 2021 · 2 commit · 1 autore GIT
Apri la build
  • don't attempt to decode animation frames at offsets beyond the end of the current page

    TerminX a29f243 1 lug, 02:29
  • make MenuAnimation_t start member uint32_t, remove menu animation reset hacks from demo playback

    TerminX 184e64e scritto il 30 giu 2021