Author Topic: Nightly: 13 February 2018 - Revision a0a8812  (Read 1571 times)

0 Members and 1 Guest are viewing this topic.

Offline SirKnightly

  • George or Keira?
  • 211
Nightly: 13 February 2018 - Revision a0a8812
Here is the nightly for 13 February 2018 - Revision a0a8812

At least one of the nightly builds failed!


Group: MacOSX
nightly_20180213_a0a8812-builds-MacOSX.tar.gz (Mirror)


Group: Linux
nightly_20180213_a0a8812-builds-Linux.tar.gz (Mirror)


Group: Win64
nightly_20180213_a0a8812-builds-Win64.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 6fad19c
Author: Fabian Woltermann <Mon Feb 12 10:40:56 2018 +0100>
Commit: Fabian Woltermann <Mon Feb 12 10:40:56 2018 +0100>

    More changes requested by CI
 code/lighting/lighting.cpp | 8 ++------
 1 file changed, 2 insertions(+), 6 deletions(-)

------------------------------------------------------------------------
commit 119b5d6
Author: Fabian Woltermann <Mon Feb 12 08:57:39 2018 +0100>
Commit: Fabian Woltermann <Mon Feb 12 08:57:39 2018 +0100>

    Addressing feedback and CI issues
 code/graphics/opengl/gropengldeferred.cpp | 4 ++--
 code/graphics/shadows.cpp                 | 4 +---
 code/model/modelrender.cpp                | 2 +-
 3 files changed, 4 insertions(+), 6 deletions(-)

------------------------------------------------------------------------
commit 0b612c2
Author: Fabian Woltermann <Sat Feb 10 14:20:45 2018 +0100>
Commit: Fabian Woltermann <Sat Feb 10 14:20:45 2018 +0100>

    Remove an unused #define
 code/globalincs/systemvars.h | 1 -
 code/lighting/lighting.cpp   | 3 ---
 code/lighting/lighting.h     | 2 --
 3 files changed, 6 deletions(-)

------------------------------------------------------------------------
commit 8aee62b
Author: Fabian Woltermann <Sat Feb 10 14:09:32 2018 +0100>
Commit: Fabian Woltermann <Sat Feb 10 14:09:32 2018 +0100>

    Make sure directional lights are always rendered; this kinda spiralled out into a bit of general cleanup regarding the lighting code.
 code/graphics/light.cpp                   |  60 ++--
 code/graphics/opengl/gropengldeferred.cpp |  77 ++---
 code/graphics/shadows.cpp                 |  14 +-
 code/lighting/lighting.cpp                | 451 +++++++++++-------------------
 code/lighting/lighting.h                  |   2 +-
 code/model/modelrender.cpp                |   6 +-
 code/model/modelrender.h                  |   2 +-
 7 files changed, 229 insertions(+), 383 deletions(-)

 

Offline Makhpella

  • 27
  • Kharak is burning!
Re: Nightly: 13 February 2018 - Revision a0a8812
Meant to post this yesterday. Uhm, my game crashes whenever I view a ship in the F3 menu. Posting here because I hadn`t started FSO in a while, so I only noticed with this build, but I can check other builds if you want. Also happens with the February 14th build. Attached log.

[attachment stolen by Russian hackers]
'I'm from the marksman school of conversation.' -Kovacs

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
    • Steam
    • Twitter
Re: Nightly: 13 February 2018 - Revision a0a8812
Meant to post this yesterday. Uhm, my game crashes whenever I view a ship in the F3 menu. Posting here because I hadn`t started FSO in a while, so I only noticed with this build, but I can check other builds if you want. Also happens with the February 14th build. Attached log.
Code: [Select]
Int3(): From C:\projects\fs2open-github-com\code\graphics\light.cpp at line 141
Something asked the lighting code to create a light with a nonexistant type. This obviously shouldn't happen; unfortunately, this log is insufficient, by itself, to determine what the problem is. Someone will need to do more involved debugging. As it happens, this nightly was when some changes to the lighting code were introduced, so it would be helpful if you could confirm that the problem doesn't occur in the previous nightly, as that would narrow down which changes were at fault very quickly.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

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.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<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.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

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

 

Offline Makhpella

  • 27
  • Kharak is burning!
Re: Nightly: 13 February 2018 - Revision a0a8812
Checked the 9th, 10th, and 11th builds, and they`re ok. With 14th I can view the models in the tech room just fine, I can play missions just fine, it`s just the ship lab that crashes.
'I'm from the marksman school of conversation.' -Kovacs

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Nightly: 13 February 2018 - Revision a0a8812
Incidentally, this is something that's fixed not happening in the new lab code. A more specific fix can be found here.
« Last Edit: February 15, 2018, 03:10:55 am by The E »
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline m!m

  • 211
Re: Nightly: 13 February 2018 - Revision a0a8812
I cannot reproduce this bug with the current master version (which is the same as the newest nightly). What steps do you need to do to cause this issue? It would also be helpful to know if this happens only with one mod or all mods.

Since it will be fixed in the new lab code it's not a high priority to fix this now but I would still like to know what exactly caused this in case there is a bigger issue somewhere else.

  

Offline Makhpella

  • 27
  • Kharak is burning!
Re: Nightly: 13 February 2018 - Revision a0a8812
Not doing anything out of the ordinary. Just starting FSO, entering the lab, choosing a model and it dies. I checked with BP, BTA, and FS2.
I tried to see if it`s caused by any of my usual render options (thrusters, rotate systems, full detail), which I sometimes checked before loading a model, but that was a nope.
Going to check 15th now.

Edit: It`s still there. Interestingly, it usually crashed instantly, but I loaded up BP`s Morena, and it actually let me rotate it for a few seconds before crashing. Only the first time, though. I tried disabling the Launcher graphics options, didn`t do a thing. Loaded SG as well, it just crashes as soon as the model loads.

Adding today`s log, just in case.

[attachment stolen by Russian hackers]
« Last Edit: February 15, 2018, 04:25:09 am by Makhpella »
'I'm from the marksman school of conversation.' -Kovacs