Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on November 05, 2012, 10:10:17 am
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Here is the nightly for Windows on 05 Nov 2012 - Revision 9326
Group: Inferno
fso-WIN-Inferno-20121105_r9326.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20121105_r9326.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20121105_r9326.md5)
Group: Inferno_SSE
fso-WIN-Inferno_SSE-20121105_r9326.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20121105_r9326.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20121105_r9326.md5)
Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20121105_r9326.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20121105_r9326.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20121105_r9326.md5)
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r9323 | Zacam | 2012-11-04 15:50:34 -0600 (Sun, 04 Nov 2012) | 2 lines
Changed paths:
M /trunk/fs2_open/code/model/modelinterp.cpp
Lets see if this handles Mantis 2724.
On Valathil's suggestion, pulled the code added in 9312 from 'model_render_glow_points' and 'model_render_thrusters'
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r9325 | Goober5000 | 2012-11-04 23:43:28 -0600 (Sun, 04 Nov 2012) | 2 lines
Changed paths:
M /trunk/fs2_open/code/mission/missionlog.cpp
M /trunk/fs2_open/code/mission/missionparse.cpp
M /trunk/fs2_open/code/parse/sexp.cpp
a ship that is self-destructed should have the same behavior as one that is destroyed, if going by mission log entries
(c.f. thread: http://www.hard-light.net/forums/index.php?topic=82718.0)
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r9326 | Goober5000 | 2012-11-05 02:31:39 -0600 (Mon, 05 Nov 2012) | 1 line
Changed paths:
M /trunk/fs2_open/code/graphics/2d.h
M /trunk/fs2_open/code/graphics/gropengltnl.cpp
M /trunk/fs2_open/code/graphics/gropengltnl.h
M /trunk/fs2_open/code/graphics/grstub.cpp
M /trunk/fs2_open/code/lab/wmcgui.cpp
M /trunk/fs2_open/code/lab/wmcgui.h
M /trunk/fs2_open/code/network/multi_sexp.cpp
M /trunk/fs2_open/code/network/multi_sexp.h
inspired by recent change to multi_sexp.cpp... in most cases, SCP_string should not be passed by value
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r9325 | Goober5000 | 2012-11-04 23:43:28 -0600 (Sun, 04 Nov 2012) | 2 lines
Changed paths:
M /trunk/fs2_open/code/mission/missionlog.cpp
M /trunk/fs2_open/code/mission/missionparse.cpp
M /trunk/fs2_open/code/parse/sexp.cpp
a ship that is self-destructed should have the same behavior as one that is destroyed, if going by mission log entries
(c.f. thread: http://www.hard-light.net/forums/index.php?topic=82718.0)
Can we get more precisions on this ? The board is private.
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r9325 | Goober5000 | 2012-11-04 23:43:28 -0600 (Sun, 04 Nov 2012) | 2 lines
Changed paths:
M /trunk/fs2_open/code/mission/missionlog.cpp
M /trunk/fs2_open/code/mission/missionparse.cpp
M /trunk/fs2_open/code/parse/sexp.cpp
a ship that is self-destructed should have the same behavior as one that is destroyed, if going by mission log entries
(c.f. thread: http://www.hard-light.net/forums/index.php?topic=82718.0)
Can we get more precisions on this ? The board is private.
A lot of sexps (and some other parts of the game code) use the mission event log to check if a ship is destroyed. There are two possible log entries: Destroyed and self-destructed. In many places the check was only done for the destroyed log entry. In case a self-destructed ship is used this condition doesn't trigger which can cause bugs or wrong behaviour. That's what has been fixed here.
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That is very good. Thanks for the info.