Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on August 30, 2016, 03:17:09 am

Title: Nightly: 30 August 2016 - Revision ee689cb
Post by: SirKnightly on August 30, 2016, 03:17:09 am
Here is the nightly for 30 August 2016 - Revision ee689cb


Group: Linux
nightly_20160830_ee689cb-builds-Linux.tar.gz (https://dl.bintray.com/scp-fs2open/FSO/nightly_20160830_ee689cb-builds-Linux.tar.gz)
SHA1: dba2750ed0034b2d1b3b54479ef8c56489329b96


Group: MacOSX
nightly_20160830_ee689cb-builds-MacOSX.tar.gz (https://dl.bintray.com/scp-fs2open/FSO/nightly_20160830_ee689cb-builds-MacOSX.tar.gz)
SHA1: 1c8adb076e77611e32a26228292b2b0cec64a033


Group: Win32
nightly_20160830_ee689cb-builds-Win32.zip (https://dl.bintray.com/scp-fs2open/FSO/nightly_20160830_ee689cb-builds-Win32.zip)
SHA1: 50158b36f860f77def34402850fe08f9ca611dfd


Code: [Select]
------------------------------------------------------------------------
commit 1a21286
Author: asarium <Mon Aug 29 12:34:56 2016 +0200>
Commit: asarium <Mon Aug 29 20:18:51 2016 +0200>

    Add support for outputting profiling data as JSON
 code/cmdline/cmdline.cpp      |   8 +++
 code/cmdline/cmdline.h        |   1 +
 code/globalincs/profiling.cpp | 141 ++++++++++++++++++++++++++++++++++++++++++
 code/globalincs/systemvars.h  |   1 +
 code/model/modelrender.cpp    |   2 +-
 code/object/objcollide.cpp    |  10 ++-
 code/object/object.cpp        |  10 +++
 code/render/batching.cpp      |   7 +++
 freespace2/freespace.cpp      |   1 +
 9 files changed, 177 insertions(+), 4 deletions(-)

------------------------------------------------------------------------
commit 67677e0
Author: Risto Toijala <Mon Aug 29 10:22:11 2016 +0300>
Commit: Risto Toijala <Mon Aug 29 19:06:16 2016 +0300>

    Small imporvements to debugging
 code/model/modelinterp.cpp |  2 +-
 code/pilotfile/plr.cpp     | 12 ++++++++++++
 code/radar/radarsetup.cpp  |  2 +-
 3 files changed, 14 insertions(+), 2 deletions(-)

------------------------------------------------------------------------
commit d3f615f
Author: Risto Toijala <Mon Aug 29 16:55:41 2016 +0300>
Commit: Risto Toijala <Mon Aug 29 18:29:58 2016 +0300>

    Fix writing binary pilot files.
 code/pilotfile/BinaryFileHandler.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

------------------------------------------------------------------------
commit cea600b
Author: Risto Toijala <Mon Aug 29 16:38:20 2016 +0300>
Commit: Risto Toijala <Mon Aug 29 17:19:31 2016 +0300>

    Create data path for log file
 code/osapi/outwnd.cpp      | 4 ++++
 code/windows_stub/config.h | 2 ++
 2 files changed, 6 insertions(+)

------------------------------------------------------------------------
commit 3fcb731
Author: asarium <Fri Aug 26 10:28:57 2016 +0200>
Commit: asarium <Mon Aug 29 12:38:38 2016 +0200>

    Refactor shader handling
 code/cutscene/mveplayer.cpp                     |   12 +-
 code/cutscene/oggplayer.cpp                     |   22 +-
 code/graphics/2d.cpp                            |    4 +-
 code/graphics/grbatch.cpp                       |    4 +-
 code/graphics/gropengl.cpp                      | 1743 ----------------
 code/graphics/gropengl.h                        |   45 -
 code/graphics/gropenglbmpman.cpp                |  169 --
 code/graphics/gropenglbmpman.h                  |   38 -
 code/graphics/gropengldraw.cpp                  | 2431 -----------------------
 code/graphics/gropengldraw.h                    |  189 --
 code/graphics/gropengllight.cpp                 |  433 ----
 code/graphics/gropengllight.h                   |   72 -
 code/graphics/gropenglpostprocessing.cpp        | 1018 ----------
 code/graphics/gropenglpostprocessing.h          |   18 -
 code/graphics/gropenglshader.cpp                | 1038 ----------
 code/graphics/gropenglshader.h                  |  174 --
 code/graphics/gropenglstate.cpp                 | 1732 ----------------
 code/graphics/gropenglstate.h                   |  413 ----
 code/graphics/gropengltexture.cpp               | 1931 ------------------
 code/graphics/gropengltexture.h                 |   94 -
 code/graphics/gropengltnl.cpp                   | 1297 ------------
 code/graphics/gropengltnl.h                     |   87 -
 code/graphics/opengl/ShaderProgram.cpp          |  820 ++++++++
 code/graphics/opengl/ShaderProgram.h            |  113 ++
 code/graphics/opengl/gropengl.cpp               | 1743 ++++++++++++++++
 code/graphics/opengl/gropengl.h                 |   45 +
 code/graphics/opengl/gropenglbmpman.cpp         |  169 ++
 code/graphics/opengl/gropenglbmpman.h           |   38 +
 code/graphics/opengl/gropengldraw.cpp           | 2431 +++++++++++++++++++++++
 code/graphics/opengl/gropengldraw.h             |  189 ++
 code/graphics/opengl/gropengllight.cpp          |  433 ++++
 code/graphics/opengl/gropengllight.h            |   72 +
 code/graphics/opengl/gropenglpostprocessing.cpp | 1018 ++++++++++
 code/graphics/opengl/gropenglpostprocessing.h   |   18 +
 code/graphics/opengl/gropenglshader.cpp         |  646 ++++++
 code/graphics/opengl/gropenglshader.h           |  179 ++
 code/graphics/opengl/gropenglstate.cpp          | 1180 +++++++++++
 code/graphics/opengl/gropenglstate.h            |  362 ++++
 code/graphics/opengl/gropengltexture.cpp        | 1931 ++++++++++++++++++
 code/graphics/opengl/gropengltexture.h          |   94 +
 code/graphics/opengl/gropengltnl.cpp            | 1297 ++++++++++++
 code/graphics/opengl/gropengltnl.h              |   87 +
 code/graphics/paths/NVGRenderer.cpp             |   10 +-
 code/graphics/shadows.cpp                       |    4 +-
 code/hud/hudtargetbox.cpp                       |    2 +-
 code/lab/lab.cpp                                |    6 +-
 code/lighting/lighting.cpp                      |    4 +-
 code/missionui/missionscreencommon.cpp          |    2 +-
 code/model/modelinterp.cpp                      |    2 +-
 code/model/modelrender.cpp                      |    4 +-
 code/model/modelrender.h                        |    2 +-
 code/object/objectsort.cpp                      |    2 +-
 code/parse/lua.cpp                              |    2 +-
 code/ship/ship.cpp                              |    2 +-
 code/source_groups.cmake                        |   38 +-
 fred2/sexp_tree.cpp                             |    4 +-
 56 files changed, 12928 insertions(+), 12985 deletions(-)

------------------------------------------------------------------------
commit d20aa57
Author: SamuelCho <Mon Aug 29 01:02:40 2016 -0700>
Commit: SamuelCho <Mon Aug 29 01:02:40 2016 -0700>

    Fixed jumpnode colors not matching HUD.
 code/model/modelrender.cpp |  2 +-
 code/render/3d.h           |  1 +
 code/render/3ddraw.cpp     | 17 +++++++++++++++++
 3 files changed, 19 insertions(+), 1 deletion(-)

------------------------------------------------------------------------
commit bd21cd0
Author: SamuelCho <Mon Aug 29 00:16:34 2016 -0700>
Commit: SamuelCho <Mon Aug 29 00:16:34 2016 -0700>

    Removed unused boolean left behind following the bloom intensity revisions.
 code/graphics/gropenglpostprocessing.cpp | 6 ++----
 1 file changed, 2 insertions(+), 4 deletions(-)

------------------------------------------------------------------------
commit 6e9d322
Author: SamuelCho <Sun Aug 28 23:13:21 2016 -0700>
Commit: SamuelCho <Sun Aug 28 23:13:21 2016 -0700>

    Fixes bloom intensity weirdness when set it's set to 0. Removed unneeded bloom compositing code in the main post processing shader. Cleaned up the bloom compositing shader.
 code/def_files/bloom-comp-f.sdr          | 23 +++++++--------------
 code/def_files/post-f.sdr                | 15 --------------
 code/graphics/gropenglpostprocessing.cpp | 34 ++------------------------------
 code/graphics/gropenglshader.cpp         |  2 +-
 4 files changed, 10 insertions(+), 64 deletions(-)

------------------------------------------------------------------------
commit a2eaccf
Author: asarium <Sun Aug 28 13:45:26 2016 +0200>
Commit: asarium <Sun Aug 28 13:46:57 2016 +0200>

    Fix performance regression in star rendering code
 code/starfield/starfield.cpp | 19 ++++++++++++++++---
 1 file changed, 16 insertions(+), 3 deletions(-)
Title: Re: Nightly: 30 August 2016 - Revision ee689cb
Post by: CT27 on August 30, 2016, 02:18:42 pm
I'm trying to understand the new nightly system.

I use 64bit Windows.  Usually for Windows users there was three options listed (SSE, SSE2, AVX) but now there's only one listed (Win32). 

Why the difference?
Title: Re: Nightly: 30 August 2016 - Revision ee689cb
Post by: AdmiralRalwood on August 30, 2016, 02:33:43 pm
Usually for Windows users there was three options listed (SSE, SSE2, AVX) but now there's only one listed (Win32). 

Why the difference?
Because very few people's CPUs don't support SSE2 (it's been about a decade since it became standard) and the difference between SSE2 and AVX builds is negligible, so it's a lot cleaner for nightly release posts to just have one build for each of the three main platforms; if you really, really want an AVX build, just ask and I'm sure someone can compile one for you (and, of course, when 3.8 rolls around, it will have the full set of builds).

Additionally, at some point (http://www.hard-light.net/forums/index.php?topic=92382.0) we're likely to start offering nightly 64-bit builds.
Title: Re: Nightly: 30 August 2016 - Revision ee689cb
Post by: CT27 on August 30, 2016, 03:14:30 pm
Because very few people's CPUs don't support SSE2 (it's been about a decade since it became standard) and the difference between SSE2 and AVX builds is negligible, so it's a lot cleaner for nightly release posts to just have one build for each of the three main platforms; if you really, really want an AVX build, just ask and I'm sure someone can compile one for you (and, of course, when 3.8 rolls around, it will have the full set of builds).

Additionally, at some point (http://www.hard-light.net/forums/index.php?topic=92382.0) we're likely to start offering nightly 64-bit builds.

So the Win32 listed is SSE2 for Windows?
Title: Re: Nightly: 30 August 2016 - Revision ee689cb
Post by: T-Man on August 30, 2016, 03:30:33 pm
So the Win32 listed is SSE2 for Windows?
Yeah. When you download it and select it in the launcher it should say SSE2 in the name at some point.