EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

Commits per year

Showing 2011 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 2 active

Showing 151 builds · 218 commits

Export CSV
Display options
Commit details:

January 2011 12 builds · 12 commits

Build 1781

26 Jan 2011 · 1 commit · 1 author SVN
Open build
  • General

    Move the new basepal table one step further so that the engine is now aware of it.

    Plagman r1781 26 Jan, 22:35 Engine

Build 1780

23 Jan 2011 · 1 commit · 1 author SVN
Open build
  • General

    With the help of Coccinelle, eliminate a few sector[-1] accesses and calculations of &sector[-1] (bound checking code not committed).

    Helixhorned r1780 23 Jan, 07:30 Engine

Build 1772

16 Jan 2011 · 1 commit · 1 author SVN
Open build
  • General

    Manage base palette as IDs instead of passing pointers around ($10 says I broke something). Corresponding engine change will be coming up; this is in prevision of highpal handling of game palettes.

    Plagman r1772 16 Jan, 19:49 Engine

Build 1763

15 Jan 2011 · 3 commits · 1 author SVN
Open build
  • General

    Run engine source through new version of astyle, add printf() call to OSD_Printf() to facilitate console access through stdin/stdout for dedicated server mode, minor changes to sdlayer to allow operating without actually initializing SDL

    TerminX r1762 15 Jan, 18:50 Engine
Open the build to see all 3 commits

Build 1760

15 Jan 2011 · 1 commit · 1 author SVN
Open build
  • General

    Too much stuff for one commit.

    Helixhorned r1760 15 Jan, 16:23 FixEngine
    Show details

    engine: * sector-like sprite clipping now works with x- xor y-flipped actual sprites mapster32: * corruption checker has been hooked up to loading/saving routines to inform/warn the user * also warn if mouse pointer is over corrupt wall which is shown in pink then: you should not move such a wall! * faster map loading by deferring polymer_loadboard to 3d mode entrance (also removes some 'glGetTexLevelParameteriv returned GL_FALSE' warnings) * more logical maphack light handling, the logic is still a bit dodgy though * some menu and misc. function fixup * redundancy elimination... API: * added consts various for 'char *filename' parameters * loadboard() now accepts bit 4 for flags (formerly 'fromwhere')

Build 1754

9 Jan 2011 · 1 commit · 1 author SVN
Open build
  • General

    Make mapster32 know r_downsize parameter. For best caching performance, this and glusetexcache should be the same as for the game. Highpalookup script can now generate maps equivalent to the current PHRP tint defs.

    Helixhorned r1754 9 Jan, 10:53 Engine

Build 1752

3 Jan 2011 · 2 commits · 2 authors SVN
Open build
  • General

    A bunch of mutually unrelated updates.

    Helixhorned r1751 3 Jan, 14:04 FixEngine
    Show details

    First, there's a new script for the generation of highpalookup images. Python 2.6, NumPy and PIL are required. Next, the map corruption checker has been ported to C. This is so that Mapster32 will be able to take decisions more cleverly based on the corruptness of the map. It also catches a few more issues like inconsistent nextwall/nextsector tags now. Finally, link the executables with --large-address-aware on Windows. This gives a gig more private virtual memory on XP when booting with /3GB. YMMV, but I can play IW2 with Polymer now.

Open the build to see all 2 commits

Build 1750

1 Jan 2011 · 1 commit · 1 author SVN
Open build
  • General

    Make deferred polymer model processing not crash; make tile name search case-insensitive.

    Helixhorned r1750 1 Jan, 10:35 FixEngine