Author Topic: Nightly: 03 December 2017 - Revision 6f2592e  (Read 955 times)

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Offline SirKnightly

  • George or Keira?
  • 211
Nightly: 03 December 2017 - Revision 6f2592e
Here is the nightly for 03 December 2017 - Revision 6f2592e



Group: Linux
nightly_20171203_6f2592e-builds-Linux.tar.gz (Mirror)


Group: MacOSX
nightly_20171203_6f2592e-builds-MacOSX.tar.gz (Mirror)


Group: Win64
nightly_20171203_6f2592e-builds-Win64.zip (Mirror)


Group: Win32
nightly_20171203_6f2592e-builds-Win32.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 528a439
Author: asarium <Sat Dec 2 13:19:00 2017 +0100>
Commit: asarium <Sat Dec 2 19:34:36 2017 +0100>

    Add a few graphics debug scropes to the ship selection
 code/menuui/snazzyui.cpp             |  2 ++
 code/missionui/missionshipchoice.cpp | 13 +++++++++++++
 2 files changed, 15 insertions(+)

------------------------------------------------------------------------
commit b9b556c
Author: asarium <Mon Aug 28 14:21:05 2017 +0200>
Commit: asarium <Sat Dec 2 18:31:00 2017 +0100>

    Add a NanoVG renderer using the generic rendering API
 code/def_files/nanovg-f.sdr                 |  95 ++++
 code/def_files/nanovg-v.sdr                 |  37 ++
 code/globalincs/pstypes.h                   |  11 +
 code/graphics/2d.cpp                        |   8 +-
 code/graphics/2d.h                          |  11 +
 code/graphics/grinternal.h                  |   6 -
 code/graphics/grstub.cpp                    |   9 +
 code/graphics/material.cpp                  |  70 ++-
 code/graphics/material.h                    |  69 +++
 code/graphics/opengl/gropengl.cpp           |  21 +-
 code/graphics/opengl/gropengldraw.cpp       |  13 +
 code/graphics/opengl/gropengldraw.h         |   1 +
 code/graphics/opengl/gropenglshader.cpp     |  12 +-
 code/graphics/opengl/gropenglstate.cpp      | 123 +++--
 code/graphics/opengl/gropenglstate.h        |  24 +-
 code/graphics/opengl/gropengltnl.cpp        |  86 ++++
 code/graphics/opengl/gropengltnl.h          |   1 +
 code/graphics/paths/NVGRenderer.cpp         | 377 --------------
 code/graphics/paths/NVGRenderer.h           | 105 ----
 code/graphics/paths/NanoVGRenderer.cpp      | 768 ++++++++++++++++++++++++++++
 code/graphics/paths/NanoVGRenderer.h        | 157 ++++++
 code/graphics/paths/PathRenderer.cpp        | 292 +++++++++--
 code/graphics/paths/PathRenderer.h          |  93 ++--
 code/graphics/paths/StubRenderer.h          | 158 ------
 code/graphics/util/UniformBufferManager.cpp |   3 +
 code/graphics/util/uniform_structs.h        |  30 ++
 code/source_groups.cmake                    |   9 +-
 27 files changed, 1799 insertions(+), 790 deletions(-)

------------------------------------------------------------------------
commit 2c36ea3
Author: asarium <Fri Dec 1 11:22:19 2017 +0100>
Commit: asarium <Fri Dec 1 12:06:23 2017 +0100>

    Only display 3D sound warnings for mods with 3.8.0 support
 code/sound/sound.cpp | 10 +++++++++-
 1 file changed, 9 insertions(+), 1 deletion(-)

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Nightly: 03 December 2017 - Revision 6f2592e
Well, the hud issue from the December 1st build seems to have been corrected, as well as some issues in the lab with the words not showing up (which I forgot to mention), but now there seems to be a new issue.  In the lab, selection of options will result in a sudden brightness of the text and boxes, and ghosting of previously opened options.  Often this will disappear upon the next selection, but will then reappear with the next and so-on.  This may be related to another new and more serious bug in FRED.

Speaking of FRED, as some may have deduced, the previous green splotches I encountered with the December 1st build are related to the rendering of dockpoints.  The same is visible (all-be-it in red) for the points on paths if that render option is activated.  The new bug however is heavy ghosting.  As the view is shifted, previous renders of objects and the grid will stay on the screen.  I'll post a screenshot as soon as I can.

This build still possesses the Dark Avenger issue introduced after the August 25th build, as well as the more recent (and puzzling) black jumpnode issue, which is occurring with builds since Oct. 31st, but HAD been working on builds since then until recently.  Could this be related to the files that are included with builds?  Could one of these have replaced a file from a previous build that WAS working, with one that isn't?  It should be noted that nodes are rendered in the proper bright green in the target box and in the briefing select-render.

BTW, the icon render in the weapons selection screen seems to be working again.
« Last Edit: December 03, 2017, 05:28:58 pm by Trivial Psychic »
The Trivial Psychic Strikes Again!

 

Offline m!m

  • 211
Re: Nightly: 03 December 2017 - Revision 6f2592e
I fixed the ghosting issue which probably also fixes the FRED issue but I can't confirm that right now.