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 2011 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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November 2011 10 builds · 25 commits

October 2011 14 builds · 25 commits

Build 2093

30 Oct 2011 · 8 commits · 1 author SVN
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  • General

    When joining sectors and there's more than one non-grayed-out sector under the

    Helixhorned r2092 30 Oct, 12:48 Engine
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    cursor, query the mapper to pick one. The joining can still fail afterwards, which makes it only a semi-automatic helper feature.

  • General

    This fixes the aforementioned TROR corruption. It happened because Mapster32

    Helixhorned r2091 30 Oct, 12:48 FixEngine
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    allowed circle-walls started on the unconstrained _other_ side of a constrained wall. Also fix a potential invalid wall access when inserting a point (pretty serious, that!)

  • General

    (Almost) correct insertion of points in the midst of having some walls drawn,

    Helixhorned r2090 30 Oct, 12:47 FixEngine
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    also for make-circle (C, SPACE). There's still a TROR corruption happening probably when inserting on constrained walls, but I've yet to get behind the real cause.

  • General

    Make deleting points correct while having some walls drawn. For that,

    Helixhorned r2089 30 Oct, 12:47 Engine
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    some wall drawing state is ripped out from overheadeditor() into a a file-scope struct (even if we don't yet need it there). If the deleting touches the first drawn point, the walls drawn so far are cleared.

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Build 2085

27 Oct 2011 · 5 commits · 1 author SVN
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  • General

    Workaround (two, actually) for the hardware gamma bug in 8-bit fullscreen with

    Helixhorned r2085 27 Oct, 06:14 FixEngine
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    ATI cards. From the time of OpenGL initialization, gamma lookup in classic/fullscreen will be done in software. Before that, always do a setgamma() after setting the palette, since this is what resets the HW gamma. However, this may lead to unappealing artifacts with portions of the scene being sent to the screen with different gammas.

  • remove ebacktrace1.dll as dependency to eduke32 and mapster32 and

    Helixhorned r2084 27 Oct, 06:14 Engine
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    add it to the 'all' target instead source/midi.c: eliminate one 'variable set but not used' warning

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Build 2079

17 Oct 2011 · 3 commits · 1 author SVN
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  • General

    Make Polymer's FOV depend viewingrange variable in a 'tangent-linear'

    Helixhorned r2078 17 Oct, 11:41 EngineCON
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    fashion. Among other things, this makes the FOV widening when shrunk work. User CON code should always check the initial viewingrange value when attempting to do FOV effects like zoom, because it is not guaranteed to be 65536 due to different screen aspect ratios etc.

  • General

    Two tweaks when keying in values directly in the editor's 3D mode.

    Helixhorned r2077 17 Oct, 11:41 Engine
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    First, when pressing 'S on signed members (like the shade), display the real signed value instead of the value cast to an unsigned type. Second, when aiming at an overwall and pressing G, affect the overwall instead of the wall. Maybe these changes affect a few other queries too...

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Build 2071

3 Oct 2011 · 4 commits · 1 author SVN
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  • General

    Fix being squished in sectors with little headroom but extended non-blocking

    Helixhorned r2071 3 Oct, 10:44 FixEngine
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    ceilings or floors. In such cases, you're not squished unconditionally (instead of fetching the ceiling or floor height of the neighbor sector), but TROR isn't meant for small-scale RoR anyway.

  • General

    Fix dragpoint()!!! There was a bug that omitted setting the new position of certain wall-points since the TROR introduction.

    Helixhorned r2070 3 Oct, 10:43 FixEngine
  • General

    Initialize prlights[lighti].flags.invalidate with 0 when calling

    Helixhorned r2069 3 Oct, 10:43 FixEngine
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    polymer_addlight(). I have no idea whether it's the 'right' thing, but it fixes this: Conditional jump or move depends on uninitialised value(s) at polymer_updatelights (polymer.c:5090) by polymer_drawrooms (polymer.c:938) . . . Uninitialised value was created by a stack allocation at loadmaphack (engine.c:9482) Fix another uninitialized access when rendering jpegs.

  • General

    Delete maphack lights when changing from Polymer to another renderer.

    Helixhorned r2068 3 Oct, 10:43 FixEngine
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    This fixes a crash when loading a map afterwards. Tweak a few debugging messages and some whitespace.

Build 2067

2 Oct 2011 · 1 commit · 1 author SVN
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  • support for creating a debugging context in winlayer

    Plagman r2067 2 Oct, 17:14 FixEngine
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    This also fixes a warning when building for Windows.

Build 2061

2 Oct 2011 · 5 commits · 2 authors SVN
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  • General

    remove two instances of duplicate USE_OPENGL preprocessor checks missed by the removal of the POLYMOST definition

    Hendricks266 r2060 2 Oct, 00:18 Engine
  • constantly get the textures handle for projective spotlights

    Plagman r2058 2 Oct, 00:09 Engine
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    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 Oct, 00:09 FixEngine
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    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.

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Build 2056

1 Oct 2011 · 1 commit · 1 author SVN
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  • preliminary support for GL_ARB_debug_output

    Plagman r2056 1 Oct, 22:56 Engine
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    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 Oct 2011 · 1 commit · 1 author SVN
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  • Fix upside-down projective textures

    Plagman r2055 1 Oct, 20:09 FixEngine
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    We need to Y-invert the projection texcoords when sampling from the lightmap.

Build 2053

1 Oct 2011 · 1 commit · 1 author SVN
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  • Discard cached sprite planes on texinvalidate

    Plagman r2053 1 Oct, 18:00 Engine
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    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 Oct 2011 · 2 commits · 1 author SVN
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  • account for model flipping for backface culling.

    Plagman r2052 1 Oct, 17:32 Engine
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    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 Oct, 17:31 FixEngine

September 2011 18 builds · 33 commits

Build 2050

30 Sep 2011 · 1 commit · 1 author SVN
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  • General

    fix a stupid copy&paste error that made sector[].ceilingbunch/floorbunch not functioning

    Helixhorned r2050 30 Sep, 07:30 FixEngine

Build 2048

30 Sep 2011 · 1 commit · 1 author SVN
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  • General

    When X- or Y-flipping a selection of highlighted sectors, also handle setting

    Helixhorned r2048 30 Sep, 06:52 Engine
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    the nextwall pointers correctly; Add some 'asksave=1' and 'make old-nextwalls invalid'.

Build 2047

28 Sep 2011 · 3 commits · 1 author SVN
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  • General

    Sanitize drawing sprites at different levels with TROR/classic. This should fix

    Helixhorned r2046 28 Sep, 13:30 FixEngine
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    most problems where sprites appear to be drawn through walls.

  • General

    Two tweaks to make the precaching more efficient/less redundant in the game.

    Helixhorned r2045 28 Sep, 13:30 Engine
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    First, if we're in Polymer, don't precache tinted tiles that have a highpal for that certain pal. Second, don't precache tiles for palnum 251 (the last non-reserved one, which is used as a crosshair pal). Assuming that there are no other tints, this cuts the initial precache time and cache size on disk in half.

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