Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kiloku on April 21, 2013, 09:15:35 pm

Title: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Kiloku on April 21, 2013, 09:15:35 pm
Can we get a big changelog with only the important/major changes since 3.6.0?
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: mjn.mixael on April 21, 2013, 09:21:07 pm
Can we get a big changelog with only the important/major changes since 3.6.0?

 :shaking:
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: General Battuta on April 21, 2013, 09:49:58 pm
Can we get a big changelog with only the important/major changes since 3.6.0?

(http://fi.somethingawful.com/safs/smilies/2/4/catstare.001.gif)
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Spoon on April 22, 2013, 01:51:50 pm
Can we get a big changelog with only the important/major changes since 3.6.0?
3.6.16: Soft particles
3.6.18: Geomod

There you go.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: An4ximandros on April 22, 2013, 01:59:07 pm
3.6.18: Geomod
(http://i.minus.com/ibmGGUQGltRF3P.gif)
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: FreeSpaceFreak on April 22, 2013, 03:03:10 pm
Can we get a big changelog with only the important/major changes since 3.6.0?
Hmm, that would be interesting to see. Off the top of my head - correct me if I'm wrong:
- 3.6.10: normal maps
- 3.6.12: skyboxes
- 3.6.14: postprocessing, customizable HUD, Taylor's (?) speed improvements
- 3.6.16: less bugs, Swifty's (?) speed improvements, soft particles
- 3.6.18: even less bugs
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Mongoose on April 22, 2013, 03:20:55 pm
Going all the way back to 3.6.0, which was well before my time here, you might as well answer that question with "everything."
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: headdie on April 22, 2013, 03:26:47 pm
inferno builds becoming standard.  when were inf builds started?

also a mass of table entries, modular table files, several new table types.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: The E on April 22, 2013, 03:35:42 pm
- 3.6.9: Scripting
- 3.6.10: normal maps Shaders
- 3.6.12: skyboxes PNG support, loads and loads of bugfixes, postprocessing version 1, fixed longstanding AI bugs
- 3.6.14: postprocessing, customizable HUD, Taylor's (?) speed improvements and FXAA antialiasing support. Also bugfixes.
- 3.6.16: less bugs, Swifty's (?) speed improvements, soft particles
- 3.6.18: even less bugs

FTFY
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Mongoose on April 22, 2013, 03:39:03 pm
I know somewhere between 3.6.5 and 3.6.9 or so, the engine transformed from "buggy, barely-stable crash-fest" to "pretty darn solid as a whole," and that's only become more true as time has gone on.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Kiloku on April 22, 2013, 08:11:37 pm
You guys are awesome. Thank you :)
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: General Battuta on April 22, 2013, 08:48:56 pm
There's a lot more stuff that should be on that list.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: X3N0-Life-Form on April 23, 2013, 02:02:01 am
Yeah, I'd mention my two favories: the if-then-else SEXPs introduced in 3.6.14, but most importantly the goddamn dynamic waypoints introduced in 3.6.16. Seriously, I can't overstate how awesome waypoint magic is.

The event.log can also be pretty darn useful.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: General Battuta on April 23, 2013, 08:56:19 am
AI classes working instead of being randomly reset to table defaults is pretty huge as well.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: mjn.mixael on April 23, 2013, 09:06:37 am
Modular mainhall.tbl & sounds.tbl
More efficient EFF handling when in menus
New HUD_Gauges.tbl with loads of options
Lightshafts
Animated 3D ship/weapon select for both FS1 and FS2 styles

to name a few more.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: The E on April 23, 2013, 09:27:10 am
Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Spoon on April 23, 2013, 10:57:02 am
Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Closing the event window suddenly no longer took 10 minutes :p
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: mjn.mixael on April 23, 2013, 11:24:56 am
Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Closing the event window suddenly no longer took 10 minutes :p

Oh man.. that's one of my favorite additions... features?... fixes?
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: General Battuta on April 23, 2013, 11:29:46 am
The events editor also has enhanced not-crashing capabilities
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Luis Dias on April 23, 2013, 11:43:12 am
hmmmmmm!
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: The E on April 23, 2013, 11:47:00 am
Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Closing the event window suddenly no longer took 10 minutes :p

That was much later though. The change I am referring to was years earlier, and went by largely unnoticed (because the sexp system is rather fast to begin with).
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: QuantumDelta on April 23, 2013, 02:15:42 pm
You all forgot the most important FSO feature that's been added to date!

Full Screen God Damn Window Mode.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Spoon on April 23, 2013, 04:57:09 pm
Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Closing the event window suddenly no longer took 10 minutes :p

That was much later though. The change I am referring to was years earlier, and went by largely unnoticed (because the sexp system is rather fast to begin with).
oic, I did not know.

You all forgot the most important FSO feature that's been added to date!

Full Screen God Damn Window Mode.
Good one.
I ghaskjdhqwikeyhh'd when playing WCS and it didn't have this.


I also really like $Substitute. Especially since Valathil went ahead and fixed its half assed lazy implementation so now we can actually use it on turrets and substituted weapons have their proper sounds playing etc. It opens up so many amazing options.
And Valathil's adding of flyby sounds for primaries. No longer do ballistics needs to make a BZZT sound as they pass by.
Swifty's multilock is also amazing (but that doesnt count yet as its not in trunk etc etc)
There's a long list of things we could talk about here.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: karajorma on April 24, 2013, 12:57:46 am
Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Closing the event window suddenly no longer took 10 minutes :p

That was much later though. The change I am referring to was years earlier, and went by largely unnoticed (because the sexp system is rather fast to begin with).

It's kinda surprising that one was unnoticed. I detected an increase of around 5-10 FPS from it. The game was spending somewhere around 10% of the CPU time on that bug.

In the same vein though, Swifty's and Taylor's go faster stuff were very important too.

Closing the event window suddenly no longer took 10 minutes :p

Oh man.. that's one of my favorite additions... features?... fixes?

Funny thing about that one is that I never actually set out to fix it. I had built profiling builds for another reason and since I happened to have a FRED build I figured I might as well see what was causing that delay.

Even the way I solved it was pretty slapdash, I just opened a mission, closed the editor and hit the pause execution button. When I noticed that I was always in the same function, the problem was pretty clear. :)


EDIT : I split the threads. While I like the idea of a "What do you think the important changes are?" thread, I don't think it should be gumming up the 3.7 RC thread.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Swifty on April 25, 2013, 02:57:05 am
The features I contributed to 3.7

Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Valathil on May 14, 2013, 12:51:52 pm
My Epeen's not as long as Swifties but if i remember correctly I did:

Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: ktistai228 on May 14, 2013, 01:04:43 pm
Just want to add that I really appreciate all you guys did for this game:) Almost 8 years after I first got my hands on it and I'm still playing it from time to time thanks to you. Soo.
THANK YOU!
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: pecenipicek on May 14, 2013, 05:11:22 pm
  • EFF Streaming + Full Color Talking Heads
  • Lightshafts
  • FS1 and 2 style 3D Weapon/Ship Select
  • Beam lighting (Tube lights)
  • Cloaking
  • Thruster Distortions
Deferred lighting has been pushed back from 3.7.0? (honest question)
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: The E on May 15, 2013, 07:07:06 am
Yes. It'll hopefully be in the next major release.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Backslash on May 15, 2013, 10:36:54 pm
Nice.  I was just thinking of making a thread like this, possibly called "A Celebration of SCP" sort of like that screenshots thread :)
I'm going to list things off the top of my head, and am mostly not going to list specific bugfixes even though on the whole everyone involved deserves some huge kudos for getting the engine to as stable as it is today.  It's so easy to get used to not crashing, we forget how good we have it (and how bad it was once upon a time)!
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Black Wolf on May 15, 2013, 11:45:46 pm
Don't let's forget about my personal favourite SCP feature:

(http://ken-jennings.com/blog/wp-content/uploads/2013/03/leeloo.jpg)

Multidock!
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Goober5000 on May 16, 2013, 03:11:24 am
Ah yes, that does qualify for this thread, doesn't it. :)  The first official multidock release build was 3.6.7.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Phantom Hoover on May 16, 2013, 04:08:53 am
so why did you stick with 3.6 for so long as a version number
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: karajorma on May 16, 2013, 06:13:19 am
Cause we decided we'd bump the number when the pilot code went in, we just never realised it would take this long.
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: mjn.mixael on May 16, 2013, 07:25:47 am
Cause we decided we'd bump the number when the pilot code went in, we just never realised it would take this long.

3.7 isn't final just yet..  :)
Title: Re: What's changed since 3.6.0? Split from Release: 3.7.0 RC1
Post by: Grizzly on May 28, 2013, 09:38:23 am
Weren't 3d shockwaves also a feature?