Author Topic: Nightly Build (Thankyou The_E) 5584  (Read 1400 times)

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Nightly Build (Thankyou The_E) 5584
Go get it here:

Build 5584

Code: [Select]
Revision: 5584
Author: portej05
Date: 7:52:42 PM, Wednesday, 9 September 2009
Message:
post-frame-shaded subtitles! Pass an argument 13 which is either (true) or (false) in order to make use of this.
Fix for multimonitor focus loss issue associated with the mouse at the initialisation of the mainhall
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Modified : /trunk/fs2_open/code/camera/camera.cpp
Modified : /trunk/fs2_open/code/camera/camera.h
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/menuui/mainhallmenu.cpp
Modified : /trunk/fs2_open/code/parse/sexp.cpp

Revision: 5583
Author: Wanderer
Date: 5:19:33 PM, Wednesday, 9 September 2009
Message:
add lua functions to get and set individual HUD gauge color
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Modified : /trunk/fs2_open/code/parse/lua.cpp

Revision: 5581
Author: Sushi
Date: 12:44:23 PM, Wednesday, 9 September 2009
Message:
Fixed an oversight in my last commit
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Modified : /trunk/fs2_open/code/ai/aicode.cpp

Revision: 5579
Author: Sushi
Date: 7:32:03 AM, Wednesday, 9 September 2009
Message:
Added $Max Aim Update Delay to AI_Profiles.tbl (and AI.tbl). $Max Aim Update Delay allows AI aim to "lag" somewhat, making it more possible to evade high-velocity weapons.
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Modified : /trunk/fs2_open/code/ai/ai.h
Modified : /trunk/fs2_open/code/ai/ai_profiles.cpp
Modified : /trunk/fs2_open/code/ai/ai_profiles.h
Modified : /trunk/fs2_open/code/ai/aibig.cpp
Modified : /trunk/fs2_open/code/ai/aicode.cpp
Modified : /trunk/fs2_open/code/globalincs/def_files.cpp
Modified : /trunk/fs2_open/code/ship/ship.cpp

Revision: 5578
Author: Wanderer
Date: 11:33:34 PM, Tuesday, 8 September 2009
Message:
re-enable both interface and game sound playing from audio lib.
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Modified : /trunk/fs2_open/code/parse/lua.cpp

Revision: 5577
Author: Wanderer
Date: 2:57:05 PM, Tuesday, 8 September 2009
Message:
fix for detonation_radius issue reported by FUBAR_BDHR
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Modified : /trunk/fs2_open/code/weapon/weapons.cpp

Revision: 5576
Author: Wanderer
Date: 12:15:35 AM, Tuesday, 8 September 2009
Message:
from prefast log.. add missing casts
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Modified : /trunk/fs2_open/code/parse/sexp.cpp

Revision: 5575
Author: portej05
Date: 7:40:02 PM, Monday, 7 September 2009
Message:
preFAST noise reduction - these will get optimised out in a release build.
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Modified : /trunk/fs2_open/code/sound/fsspeech.h

Revision: 5574
Author: portej05
Date: 7:39:32 PM, Monday, 7 September 2009
Message:
Fullscreen window request from QuantumDelta
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Modified : /trunk/fs2_open/code/cmdline/cmdline.cpp
Modified : /trunk/fs2_open/code/cmdline/cmdline.h
Modified : /trunk/fs2_open/code/graphics/gropengl.cpp
Modified : /trunk/fs2_open/code/io/mouse.cpp
Modified : /trunk/fs2_open/code/osapi/osapi.cpp

Revision: 5573
Author: portej05
Date: 7:13:52 PM, Monday, 7 September 2009
Message:
Logic bugs - ((state != blah) || (state != blah2) ) is always true, so that || should be a &&, and !blah.state & flag != !(blah.state & flag)
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Modified : /trunk/fs2_open/code/mission/missiongoals.cpp
Modified : /trunk/fs2_open/code/network/multi_ingame.cpp
Modified : /trunk/fs2_open/code/network/multiui.cpp

Revision: 5572
Author: Wanderer
Date: 11:16:23 PM, Sunday, 6 September 2009
Message:
reverting code change - seems only to make things worse
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Modified : /trunk/fs2_open/code/jumpnode/jumpnode.cpp

Revision: 5571
Author: Wanderer
Date: 9:40:01 PM, Sunday, 6 September 2009
Message:
fix for mantis 1944
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Modified : /trunk/fs2_open/code/jumpnode/jumpnode.cpp

Revision: 5570
Author: Wanderer
Date: 4:25:37 PM, Sunday, 6 September 2009
Message:
FUBAR-BDHR's fix for 'knossos device' string appearing twice as 'knossos device device' in default objecttypes table
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Modified : /trunk/fs2_open/code/globalincs/def_files.cpp

Revision: 5569
Author: Wanderer
Date: 4:21:57 PM, Sunday, 6 September 2009
Message:
fix to allow missiles not fired directly at the enemy to home on random spots on the target ships hull.
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Modified : /trunk/fs2_open/code/weapon/weapons.cpp

Revision: 5568
Author: portej05
Date: 3:41:14 PM, Sunday, 6 September 2009
Message:
Fix for WiH crashes - I reckon this might be the cause of a few peoples problems (using bitwise & instead of logical &&)
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Modified : /trunk/fs2_open/code/parse/parselo.cpp

Revision: 5566
Author: Wanderer
Date: 1:08:24 AM, Saturday, 5 September 2009
Message:
option to prevent missiles from losing lifetime if they miss their targets
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Modified : /trunk/fs2_open/code/weapon/weapons.cpp
Modified : /trunk/fs2_open/code/weapon/weapon.h

STRONGTEA. Why can't the x86 be sane?

 

Offline Dragon

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Re: Nightly Build (Thankyou The_E) 5584
Code: [Select]
Revision: 5569
Author: Wanderer
Date: 4:21:57 PM, Sunday, 6 September 2009
Message:
fix to allow missiles not fired directly at the enemy to home on random spots on the target ships hull.
----
Modified : /trunk/fs2_open/code/weapon/weapons.cpp

Revision: 5566
Author: Wanderer
Date: 1:08:24 AM, Saturday, 5 September 2009
Message:
option to prevent missiles from losing lifetime if they miss their targets
----
Modified : /trunk/fs2_open/code/weapon/weapons.cpp
Modified : /trunk/fs2_open/code/weapon/weapon.h

What exactly means first one and how to enable the second one?

 

Offline Macfie

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Re: Nightly Build (Thankyou The_E) 5584
What operating system is this build for?  What is an sse2 build?
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline Fury

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Re: Nightly Build (Thankyou The_E) 5584

 

Offline Koth

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Re: Nightly Build (Thankyou The_E) 5584
Is there even enough vectorizable code to make using SSE2 worthwhile?
The Signature is a Nuke!

 
Re: Nightly Build (Thankyou The_E) 5584
Is there even enough vectorizable code to make using SSE2 worthwhile?

We're not sure at present, but things are starting to move in the engine.
We are profiling the occasional build (it takes a lot of time), but it's not a regular thing at present.

SSE2 compiles a heck of a lot faster than just a plain Release build though :P
STRONGTEA. Why can't the x86 be sane?

 

Offline The E

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Re: Nightly Build (Thankyou The_E) 5584
I do know from people who have used these builds that SSE/SSE2 offers substantial speed improvements.
**** every cause that ends in murder and children crying. ― Iain Banks
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