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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SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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January 2011 14 builds · 17 commits

Build 1777

20 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Fix clipshape bug reported by DeeperThought. Reason was absent-mindedness while coding :/

    Helixhorned r1777 20 Jan, 11:00 Fix

Build 1773

17 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Fix the lighting model so that lights don't get the modulated diffuse (defeats the purpose if they do, since you wouldn't be able to light a fully shaded room). That means the highpal lookup has to be performed twice now, once with the modulated diffuse to apply to the result and once with no modulation to make a diffuse that the lighting code can use. That means that lighting isn't 100% accurate with respect to the highpal result, but that's the best approach I could think of.

    Plagman r1773 17 Jan, 17:34 Fix

Build 1763

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

    Switch back to using GL_COMPRESSED_RGB_ARB and GL_COMPRESSED_RGBA_ARB instead of explicitly asking for DXT1 and DXT5 (maybe fix white boxes on ATI?), change check for Radeon X1xxx cards to work on mobile cards with different GL_RENDERER strings

    TerminX r1761 15 Jan, 18:45 Fix
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Build 1760

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

    Too much stuff for one commit.

    Helixhorned r1760 15 Jan, 16:23 FixEngine
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    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 1759

14 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Fix a problem with model skins introduced by highpal. Liztroops would turn blue on death.

    Plagman r1759 14 Jan, 11:50 Fix

Build 1752

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

    Fix build.

    Plagman r1752 3 Jan, 15:50 Fix
  • General

    A bunch of mutually unrelated updates.

    Helixhorned r1751 3 Jan, 14:04 FixEngine
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    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.

Build 1750

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

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

    Helixhorned r1750 1 Jan, 10:35 FixEngine