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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on March 10, 2018, 09:50:23 am

Title: Nightly: 10 March 2018 - Revision f05a50f
Post by: SirKnightly on March 10, 2018, 09:50:23 am
Here is the nightly for 10 March 2018 - Revision f05a50f



Group: MacOSX
nightly_20180310_f05a50f-builds-MacOSX.tar.gz (http://swc.fs2downloads.com/builds/nightly/20180310_f05a50f/nightly_20180310_f05a50f-builds-MacOSX.tar.gz) (Mirror (http://scp.indiegames.us/builds/nightly/20180310_f05a50f/nightly_20180310_f05a50f-builds-MacOSX.tar.gz))


Group: Linux
nightly_20180310_f05a50f-builds-Linux.tar.gz (http://swc.fs2downloads.com/builds/nightly/20180310_f05a50f/nightly_20180310_f05a50f-builds-Linux.tar.gz) (Mirror (http://scp.indiegames.us/builds/nightly/20180310_f05a50f/nightly_20180310_f05a50f-builds-Linux.tar.gz))


Group: Win64
nightly_20180310_f05a50f-builds-Win64.zip (http://swc.fs2downloads.com/builds/nightly/20180310_f05a50f/nightly_20180310_f05a50f-builds-Win64.zip) (Mirror (http://scp.indiegames.us/builds/nightly/20180310_f05a50f/nightly_20180310_f05a50f-builds-Win64.zip))


Group: Win32
nightly_20180310_f05a50f-builds-Win32.zip (http://swc.fs2downloads.com/builds/nightly/20180310_f05a50f/nightly_20180310_f05a50f-builds-Win32.zip) (Mirror (http://scp.indiegames.us/builds/nightly/20180310_f05a50f/nightly_20180310_f05a50f-builds-Win32.zip))

Code: [Select]
------------------------------------------------------------------------
commit 91c4884
Author: Fabian Woltermann <Fri Mar 9 15:00:39 2018 +0100>
Commit: Fabian Woltermann <Sat Mar 10 08:15:59 2018 +0100>

    Use the correct index in the popup
 code/menuui/optionsmenu.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

------------------------------------------------------------------------
commit eaad5a0
Author: Fabian Woltermann <Fri Mar 9 14:57:40 2018 +0100>
Commit: Fabian Woltermann <Sat Mar 10 08:15:59 2018 +0100>

    Create a popup to notify people that shaders are being recompiled
 code/menuui/optionsmenu.cpp | 32 +++++++++++++++++++++-----------
 1 file changed, 21 insertions(+), 11 deletions(-)

------------------------------------------------------------------------
commit 905417b
Author: Fabian Woltermann <Mon Mar 5 09:06:43 2018 +0100>
Commit: Fabian Woltermann <Sat Mar 10 08:15:59 2018 +0100>

    Use 32 as a default specPower value in the Blinn-Phong render path
 code/def_files/data/effects/lighting.sdr | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

------------------------------------------------------------------------
commit 5061a11
Author: asarium <Sun Mar 4 23:28:34 2018 +0100>
Commit: Fabian Woltermann <Sat Mar 10 08:15:59 2018 +0100>

    Set default shader uniforms every time the shader is compiled
 code/graphics/opengl/gropenglshader.cpp | 78 ++++++++++++---------------------
 1 file changed, 27 insertions(+), 51 deletions(-)

------------------------------------------------------------------------
commit b7981c0
Author: Fabian Woltermann <Sun Mar 4 20:14:09 2018 +0100>
Commit: Fabian Woltermann <Sat Mar 10 08:15:59 2018 +0100>

    Implemented callback and shader recompile, but there is still strange behaviour
 code/graphics/2d.h                      |  4 +-
 code/graphics/opengl/gropengl.cpp       |  1 +
 code/graphics/opengl/gropenglshader.cpp | 90 +++++++++++++++++++++------------
 code/graphics/opengl/gropenglshader.h   |  1 +
 code/menuui/optionsmenu.cpp             | 31 ++++++++++--
 5 files changed, 90 insertions(+), 37 deletions(-)

------------------------------------------------------------------------
commit c0328bb
Author: Fabian Woltermann <Sun Mar 4 16:31:03 2018 +0100>
Commit: Fabian Woltermann <Sat Mar 10 08:15:59 2018 +0100>

    Beams should always be rendered at lighting detail >= 2
 code/weapon/beam.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

------------------------------------------------------------------------
commit dd2074d
Author: Fabian Woltermann <Sun Mar 4 10:25:45 2018 +0100>
Commit: Fabian Woltermann <Sat Mar 10 08:15:59 2018 +0100>

    Reworks the lighting settings according to the discussion in #1634.
 code/def_files/data/effects/deferred-f.sdr |  2 +-
 code/def_files/data/effects/lighting.sdr   |  9 +++++++++
 code/def_files/data/effects/main-f.sdr     |  2 +-
 code/graphics/opengl/gropenglshader.cpp    |  4 ++++
 code/lighting/lighting.cpp                 |  9 ---------
 code/model/modelrender.cpp                 | 10 +++++-----
 code/object/object.cpp                     |  8 ++++----
 code/weapon/beam.cpp                       |  7 ++-----
 8 files changed, 26 insertions(+), 25 deletions(-)

------------------------------------------------------------------------
commit 5c5ce5e
Author: Fabian Woltermann <Fri Mar 9 15:00:39 2018 +0100>
Commit: Fabian Woltermann <Fri Mar 9 15:00:39 2018 +0100>

    Use the correct index in the popup
 code/menuui/optionsmenu.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

------------------------------------------------------------------------
commit 7d54dd9
Author: Fabian Woltermann <Fri Mar 9 14:57:40 2018 +0100>
Commit: Fabian Woltermann <Fri Mar 9 14:57:40 2018 +0100>

    Create a popup to notify people that shaders are being recompiled
 code/menuui/optionsmenu.cpp | 32 +++++++++++++++++++++-----------
 1 file changed, 21 insertions(+), 11 deletions(-)

------------------------------------------------------------------------
commit 8099bb7
Author: asarium <Thu Mar 8 11:57:34 2018 +0100>
Commit: asarium <Thu Mar 8 11:57:34 2018 +0100>

    Fix rendering position of hardpoint models
 code/hud/hudtarget.cpp | 25 +++++++++++++++++--------
 1 file changed, 17 insertions(+), 8 deletions(-)

------------------------------------------------------------------------
commit 1ace8b3
Author: asarium <Tue Mar 6 11:38:07 2018 +0100>
Commit: asarium <Tue Mar 6 11:38:07 2018 +0100>

    Reenable decals in nebulas
 code/decals/decals.cpp | 10 ----------
 1 file changed, 10 deletions(-)

------------------------------------------------------------------------
commit 520e532
Author: asarium <Fri Mar 2 13:36:02 2018 +0100>
Commit: asarium <Tue Mar 6 11:38:01 2018 +0100>

    Add normal map rendering to decals
 code/decals/decals.cpp                         |  96 +++-
 code/def_files/data/effects/decal-f.sdr        |  86 +++-
 code/def_files/data/effects/decal-v.sdr        |   9 +-
 code/def_files/data/effects/deferred-f.sdr     |  10 +-
 code/def_files/data/effects/normals.sdr        |  12 +
 code/graphics/2d.h                             |   1 +
 code/graphics/decal_draw_list.cpp              |  38 +-
 code/graphics/decal_draw_list.h                |   1 +
 code/graphics/material.cpp                     |  40 +-
 code/graphics/material.h                       |  16 +-
 code/graphics/opengl/gropengl.cpp              |   2 +
 code/graphics/opengl/gropengldraw.cpp          |   8 +-
 code/graphics/opengl/gropenglstate.cpp         |  72 ++-
 code/graphics/opengl/gropenglstate.h           |  32 +-
 code/graphics/opengl/gropengltnl.cpp           |  53 ++-
 code/graphics/util/uniform_structs.h           |  14 +-
 code/source_groups.cmake                       |   1 +
 lib/opengl/gl/extensions.txt                   |   1 +
 lib/opengl/gl/glad/include/glad/glad.h         |  54 ++-
 lib/opengl/gl/glad/src/glad.c                  | 622 +++++++++++++------------
 lib/opengl/gl/glad_wgl/include/glad/glad_wgl.h |  17 +-
 lib/opengl/gl/glad_wgl/src/glad_wgl.c          |   8 +-
 22 files changed, 768 insertions(+), 425 deletions(-)

------------------------------------------------------------------------
commit 59d0c56
Author: Fabian Woltermann <Mon Mar 5 09:06:43 2018 +0100>
Commit: Fabian Woltermann <Mon Mar 5 09:06:43 2018 +0100>

    Use 32 as a default specPower value in the Blinn-Phong render path
 code/def_files/data/effects/lighting.sdr | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

------------------------------------------------------------------------
commit 8df4835
Author: asarium <Sun Mar 4 23:28:34 2018 +0100>
Commit: asarium <Sun Mar 4 23:30:49 2018 +0100>

    Set default shader uniforms every time the shader is compiled
 code/graphics/opengl/gropenglshader.cpp | 78 ++++++++++++---------------------
 1 file changed, 27 insertions(+), 51 deletions(-)

------------------------------------------------------------------------
commit cc876f8
Author: Fabian Woltermann <Sun Mar 4 20:14:09 2018 +0100>
Commit: Fabian Woltermann <Sun Mar 4 20:14:09 2018 +0100>

    Implemented callback and shader recompile, but there is still strange behaviour
 code/graphics/2d.h                      |  4 +-
 code/graphics/opengl/gropengl.cpp       |  1 +
 code/graphics/opengl/gropenglshader.cpp | 90 +++++++++++++++++++++------------
 code/graphics/opengl/gropenglshader.h   |  1 +
 code/menuui/optionsmenu.cpp             | 31 ++++++++++--
 5 files changed, 90 insertions(+), 37 deletions(-)

------------------------------------------------------------------------
commit 2e63246
Author: Fabian Woltermann <Sun Mar 4 16:31:03 2018 +0100>
Commit: Fabian Woltermann <Sun Mar 4 16:31:03 2018 +0100>

    Beams should always be rendered at lighting detail >= 2
 code/weapon/beam.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

------------------------------------------------------------------------
commit 2cba774
Author: Fabian Woltermann <Sun Mar 4 10:25:45 2018 +0100>
Commit: Fabian Woltermann <Sun Mar 4 10:25:45 2018 +0100>

    Reworks the lighting settings according to the discussion in #1634.
 code/def_files/data/effects/deferred-f.sdr |  2 +-
 code/def_files/data/effects/lighting.sdr   |  9 +++++++++
 code/def_files/data/effects/main-f.sdr     |  2 +-
 code/graphics/opengl/gropenglshader.cpp    |  4 ++++
 code/lighting/lighting.cpp                 |  9 ---------
 code/model/modelrender.cpp                 | 10 +++++-----
 code/object/object.cpp                     |  8 ++++----
 code/weapon/beam.cpp                       |  7 ++-----
 8 files changed, 26 insertions(+), 25 deletions(-)

------------------------------------------------------------------------
commit 25357ce
Author: asarium <Fri Feb 16 11:11:54 2018 +0100>
Commit: asarium <Sat Feb 24 18:08:41 2018 +0100>

    Allow mods to specify the window icon
 code/bmpman/bmpman.cpp                      |  35 ++++++++++++++++++++++++++
 code/bmpman/bmpman.h                        |   1 +
 code/def_files/data/maps/app_icon.png       | Bin 0 -> 44545 bytes
 code/def_files/data/maps/app_icon_d.png     | Bin 0 -> 51310 bytes
 code/def_files/data/maps/app_icon_sse.png   | Bin 0 -> 42980 bytes
 code/def_files/data/maps/app_icon_sse_d.png | Bin 0 -> 44949 bytes
 code/graphics/2d.cpp                        |  37 ++++++++++++++++++++++++++++
 code/io/cursor.cpp                          |  31 +----------------------
 code/mod_table/mod_table.cpp                |   6 +++++
 code/mod_table/mod_table.h                  |   1 +
 code/source_groups.cmake                    |  10 ++++++++
 freespace2/resources.cmake                  |   2 +-
 12 files changed, 92 insertions(+), 31 deletions(-)
Title: Re: Nightly: 10 March 2018 - Revision f05a50f
Post by: Trivial Psychic on March 19, 2018, 07:10:28 am
I know it's been some time since this build was released, but I recently loaded a new build of FRED after a bit of a hiatus and noticed that many ships are being rendered empty.  After some experimentation I found that it wasn't empty, it's simply that come fighters with cockpits are having their cockpits rendered and nothing else.  For fighters with additional submodels, turrets and special details, these are being rendered as well.  I've also noticed on some larger, older models that are using tiling, certain textures aren't being rendered either.  I can't specifically nail down the exact issue, but I have traced the introduction of this bug to this build.  The March 7th build rendered properly.
Title: Re: Nightly: 10 March 2018 - Revision f05a50f
Post by: The E on March 19, 2018, 09:15:31 am
Can we have screenshots and logs please?