Author Topic: Nightly: 30 August 2016 - Revision ee689cb  (Read 1362 times)

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Offline SirKnightly

  • George or Keira?
  • 211
Nightly: 30 August 2016 - Revision ee689cb
Here is the nightly for 30 August 2016 - Revision ee689cb


Group: Linux
nightly_20160830_ee689cb-builds-Linux.tar.gz
SHA1: dba2750ed0034b2d1b3b54479ef8c56489329b96


Group: MacOSX
nightly_20160830_ee689cb-builds-MacOSX.tar.gz
SHA1: 1c8adb076e77611e32a26228292b2b0cec64a033


Group: Win32
nightly_20160830_ee689cb-builds-Win32.zip
SHA1: 50158b36f860f77def34402850fe08f9ca611dfd


Code: [Select]
------------------------------------------------------------------------
commit 1a21286
Author: asarium <Mon Aug 29 12:34:56 2016 +0200>
Commit: asarium <Mon Aug 29 20:18:51 2016 +0200>

    Add support for outputting profiling data as JSON
 code/cmdline/cmdline.cpp      |   8 +++
 code/cmdline/cmdline.h        |   1 +
 code/globalincs/profiling.cpp | 141 ++++++++++++++++++++++++++++++++++++++++++
 code/globalincs/systemvars.h  |   1 +
 code/model/modelrender.cpp    |   2 +-
 code/object/objcollide.cpp    |  10 ++-
 code/object/object.cpp        |  10 +++
 code/render/batching.cpp      |   7 +++
 freespace2/freespace.cpp      |   1 +
 9 files changed, 177 insertions(+), 4 deletions(-)

------------------------------------------------------------------------
commit 67677e0
Author: Risto Toijala <Mon Aug 29 10:22:11 2016 +0300>
Commit: Risto Toijala <Mon Aug 29 19:06:16 2016 +0300>

    Small imporvements to debugging
 code/model/modelinterp.cpp |  2 +-
 code/pilotfile/plr.cpp     | 12 ++++++++++++
 code/radar/radarsetup.cpp  |  2 +-
 3 files changed, 14 insertions(+), 2 deletions(-)

------------------------------------------------------------------------
commit d3f615f
Author: Risto Toijala <Mon Aug 29 16:55:41 2016 +0300>
Commit: Risto Toijala <Mon Aug 29 18:29:58 2016 +0300>

    Fix writing binary pilot files.
 code/pilotfile/BinaryFileHandler.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

------------------------------------------------------------------------
commit cea600b
Author: Risto Toijala <Mon Aug 29 16:38:20 2016 +0300>
Commit: Risto Toijala <Mon Aug 29 17:19:31 2016 +0300>

    Create data path for log file
 code/osapi/outwnd.cpp      | 4 ++++
 code/windows_stub/config.h | 2 ++
 2 files changed, 6 insertions(+)

------------------------------------------------------------------------
commit 3fcb731
Author: asarium <Fri Aug 26 10:28:57 2016 +0200>
Commit: asarium <Mon Aug 29 12:38:38 2016 +0200>

    Refactor shader handling
 code/cutscene/mveplayer.cpp                     |   12 +-
 code/cutscene/oggplayer.cpp                     |   22 +-
 code/graphics/2d.cpp                            |    4 +-
 code/graphics/grbatch.cpp                       |    4 +-
 code/graphics/gropengl.cpp                      | 1743 ----------------
 code/graphics/gropengl.h                        |   45 -
 code/graphics/gropenglbmpman.cpp                |  169 --
 code/graphics/gropenglbmpman.h                  |   38 -
 code/graphics/gropengldraw.cpp                  | 2431 -----------------------
 code/graphics/gropengldraw.h                    |  189 --
 code/graphics/gropengllight.cpp                 |  433 ----
 code/graphics/gropengllight.h                   |   72 -
 code/graphics/gropenglpostprocessing.cpp        | 1018 ----------
 code/graphics/gropenglpostprocessing.h          |   18 -
 code/graphics/gropenglshader.cpp                | 1038 ----------
 code/graphics/gropenglshader.h                  |  174 --
 code/graphics/gropenglstate.cpp                 | 1732 ----------------
 code/graphics/gropenglstate.h                   |  413 ----
 code/graphics/gropengltexture.cpp               | 1931 ------------------
 code/graphics/gropengltexture.h                 |   94 -
 code/graphics/gropengltnl.cpp                   | 1297 ------------
 code/graphics/gropengltnl.h                     |   87 -
 code/graphics/opengl/ShaderProgram.cpp          |  820 ++++++++
 code/graphics/opengl/ShaderProgram.h            |  113 ++
 code/graphics/opengl/gropengl.cpp               | 1743 ++++++++++++++++
 code/graphics/opengl/gropengl.h                 |   45 +
 code/graphics/opengl/gropenglbmpman.cpp         |  169 ++
 code/graphics/opengl/gropenglbmpman.h           |   38 +
 code/graphics/opengl/gropengldraw.cpp           | 2431 +++++++++++++++++++++++
 code/graphics/opengl/gropengldraw.h             |  189 ++
 code/graphics/opengl/gropengllight.cpp          |  433 ++++
 code/graphics/opengl/gropengllight.h            |   72 +
 code/graphics/opengl/gropenglpostprocessing.cpp | 1018 ++++++++++
 code/graphics/opengl/gropenglpostprocessing.h   |   18 +
 code/graphics/opengl/gropenglshader.cpp         |  646 ++++++
 code/graphics/opengl/gropenglshader.h           |  179 ++
 code/graphics/opengl/gropenglstate.cpp          | 1180 +++++++++++
 code/graphics/opengl/gropenglstate.h            |  362 ++++
 code/graphics/opengl/gropengltexture.cpp        | 1931 ++++++++++++++++++
 code/graphics/opengl/gropengltexture.h          |   94 +
 code/graphics/opengl/gropengltnl.cpp            | 1297 ++++++++++++
 code/graphics/opengl/gropengltnl.h              |   87 +
 code/graphics/paths/NVGRenderer.cpp             |   10 +-
 code/graphics/shadows.cpp                       |    4 +-
 code/hud/hudtargetbox.cpp                       |    2 +-
 code/lab/lab.cpp                                |    6 +-
 code/lighting/lighting.cpp                      |    4 +-
 code/missionui/missionscreencommon.cpp          |    2 +-
 code/model/modelinterp.cpp                      |    2 +-
 code/model/modelrender.cpp                      |    4 +-
 code/model/modelrender.h                        |    2 +-
 code/object/objectsort.cpp                      |    2 +-
 code/parse/lua.cpp                              |    2 +-
 code/ship/ship.cpp                              |    2 +-
 code/source_groups.cmake                        |   38 +-
 fred2/sexp_tree.cpp                             |    4 +-
 56 files changed, 12928 insertions(+), 12985 deletions(-)

------------------------------------------------------------------------
commit d20aa57
Author: SamuelCho <Mon Aug 29 01:02:40 2016 -0700>
Commit: SamuelCho <Mon Aug 29 01:02:40 2016 -0700>

    Fixed jumpnode colors not matching HUD.
 code/model/modelrender.cpp |  2 +-
 code/render/3d.h           |  1 +
 code/render/3ddraw.cpp     | 17 +++++++++++++++++
 3 files changed, 19 insertions(+), 1 deletion(-)

------------------------------------------------------------------------
commit bd21cd0
Author: SamuelCho <Mon Aug 29 00:16:34 2016 -0700>
Commit: SamuelCho <Mon Aug 29 00:16:34 2016 -0700>

    Removed unused boolean left behind following the bloom intensity revisions.
 code/graphics/gropenglpostprocessing.cpp | 6 ++----
 1 file changed, 2 insertions(+), 4 deletions(-)

------------------------------------------------------------------------
commit 6e9d322
Author: SamuelCho <Sun Aug 28 23:13:21 2016 -0700>
Commit: SamuelCho <Sun Aug 28 23:13:21 2016 -0700>

    Fixes bloom intensity weirdness when set it's set to 0. Removed unneeded bloom compositing code in the main post processing shader. Cleaned up the bloom compositing shader.
 code/def_files/bloom-comp-f.sdr          | 23 +++++++--------------
 code/def_files/post-f.sdr                | 15 --------------
 code/graphics/gropenglpostprocessing.cpp | 34 ++------------------------------
 code/graphics/gropenglshader.cpp         |  2 +-
 4 files changed, 10 insertions(+), 64 deletions(-)

------------------------------------------------------------------------
commit a2eaccf
Author: asarium <Sun Aug 28 13:45:26 2016 +0200>
Commit: asarium <Sun Aug 28 13:46:57 2016 +0200>

    Fix performance regression in star rendering code
 code/starfield/starfield.cpp | 19 ++++++++++++++++---
 1 file changed, 16 insertions(+), 3 deletions(-)

 

Offline CT27

  • 211
Re: Nightly: 30 August 2016 - Revision ee689cb
I'm trying to understand the new nightly system.

I use 64bit Windows.  Usually for Windows users there was three options listed (SSE, SSE2, AVX) but now there's only one listed (Win32). 

Why the difference?

 

Offline AdmiralRalwood

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Re: Nightly: 30 August 2016 - Revision ee689cb
Usually for Windows users there was three options listed (SSE, SSE2, AVX) but now there's only one listed (Win32). 

Why the difference?
Because very few people's CPUs don't support SSE2 (it's been about a decade since it became standard) and the difference between SSE2 and AVX builds is negligible, so it's a lot cleaner for nightly release posts to just have one build for each of the three main platforms; if you really, really want an AVX build, just ask and I'm sure someone can compile one for you (and, of course, when 3.8 rolls around, it will have the full set of builds).

Additionally, at some point we're likely to start offering nightly 64-bit builds.
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schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

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<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

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<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline CT27

  • 211
Re: Nightly: 30 August 2016 - Revision ee689cb
Because very few people's CPUs don't support SSE2 (it's been about a decade since it became standard) and the difference between SSE2 and AVX builds is negligible, so it's a lot cleaner for nightly release posts to just have one build for each of the three main platforms; if you really, really want an AVX build, just ask and I'm sure someone can compile one for you (and, of course, when 3.8 rolls around, it will have the full set of builds).

Additionally, at some point we're likely to start offering nightly 64-bit builds.

So the Win32 listed is SSE2 for Windows?

 

Offline T-Man

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  • I came... I saw... I had a cuppa!
Re: Nightly: 30 August 2016 - Revision ee689cb
So the Win32 listed is SSE2 for Windows?
Yeah. When you download it and select it in the launcher it should say SSE2 in the name at some point.
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