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 22, 2022, 12:55:59 am
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Here is the nightly for 22 November 2022 - Revision e402af803
At least one of the nightly builds failed!
Group: Win32-SSE2
nightly_20221122_e402af803-builds-Win32-SSE2.zip (http://scp.indiegames.us/builds/nightly/20221122_e402af803/nightly_20221122_e402af803-builds-Win32-SSE2.zip) (Mirror (https://porphyrion.feralhosting.com/datacorder/builds/nightly/20221122_e402af803/nightly_20221122_e402af803-builds-Win32-SSE2.zip))
Group: Win64-SSE2
nightly_20221122_e402af803-builds-x64-SSE2.zip (http://scp.indiegames.us/builds/nightly/20221122_e402af803/nightly_20221122_e402af803-builds-x64-SSE2.zip) (Mirror (https://porphyrion.feralhosting.com/datacorder/builds/nightly/20221122_e402af803/nightly_20221122_e402af803-builds-x64-SSE2.zip))
Group: Linux
nightly_20221122_e402af803-builds-Linux.tar.gz (http://scp.indiegames.us/builds/nightly/20221122_e402af803/nightly_20221122_e402af803-builds-Linux.tar.gz) (Mirror (https://porphyrion.feralhosting.com/datacorder/builds/nightly/20221122_e402af803/nightly_20221122_e402af803-builds-Linux.tar.gz))
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commit e402af803
Author: Goober5000
Commit: GitHub
fix full ship list selection in FRED (#4919)
fred2/fredview.cpp | 87 +++----------------------------
fred2/mainfrm.cpp | 91 ++++++++++++++-------------------
fred2/mainfrm.h | 17 ++----
fred2/management.cpp | 18 ++++---
fred2/management.h | 2 +-
qtfred/src/mission/Editor.cpp | 2 +-
qtfred/src/ui/widgets/ColorComboBox.cpp | 8 +--
7 files changed, 64 insertions(+), 161 deletions(-)
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commit 219bcca23
Author: Asteroth
Commit: GitHub
Implement gravity (#4803)
code/ai/aibig.cpp | 46 ++++++++++++++++-----
code/ai/aicode.cpp | 50 ++++++++++++++++-------
code/ai/aiturret.cpp | 31 ++++++++++----
code/asteroid/asteroid.cpp | 8 +++-
code/asteroid/asteroid.h | 3 +-
code/debris/debris.cpp | 10 +++--
code/hud/hudtarget.cpp | 49 +++++++++++++++-------
code/hud/hudtarget.h | 2 +-
code/math/vecmat.cpp | 2 +-
code/math/vecmat.h | 3 +-
code/mission/missionparse.cpp | 10 ++++-
code/mission/missionparse.h | 1 +
code/model/model.h | 2 +-
code/network/multi_interpolate.cpp | 6 +--
code/network/multi_interpolate.h | 2 +-
code/object/collideshipweapon.cpp | 18 +++++++-
code/object/objcollide.cpp | 17 ++++----
code/object/object.cpp | 6 +--
code/parse/sexp.cpp | 46 +++++++++++++++++++++
code/parse/sexp.h | 1 +
code/physics/physics.cpp | 70 ++++++++++++++++++++++++++++----
code/physics/physics.h | 10 +++--
code/scripting/api/libs/mission.cpp | 12 ++++++
code/scripting/api/objs/physics_info.cpp | 17 ++++++++
code/ship/ship.cpp | 30 +++++++++++++-
code/ship/ship.h | 3 ++
code/ship/shipfx.cpp | 13 +++---
code/ship/shiphit.cpp | 1 +
code/weapon/weapon.h | 1 +
code/weapon/weapons.cpp | 57 ++++++++++++++++++--------
fred2/fredrender.cpp | 2 +-
qtfred/src/mission/EditorViewport.cpp | 2 +-
32 files changed, 417 insertions(+), 114 deletions(-)
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Definitely some wonky hit detection going on in this build, with models not registering weapon impacts. The effect is more pronounced in capital ships, but seems to be happening with fighters and bombers, too.
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Thank you for the report! I believe I have tracked down the issue and fixed it, and should be in the next nightly.