* noframebufferobject configuration in system.cfg can be used to
disable EXT_fbo (in case drivers are flaky etc.)
* shadow texture size now honours the OpenGL maximum texture size as
reported
by the implementation
This was SVN commit r3693.
This is a huge patch, including:
* add a LitRenderModifier abstract base class for RenderModifiers with
shadow+light
* add LitRenderModifiers for all types of models
* add STREAM_TEXGENTOUV1 to request generation of shadow map texcoords
for models
* create facilities to pass the texture matrix from the
RenderModifier (fragment stage) to the ModelRenderer (vertex stage)
* split ambient and diffuse terms of lighting until further down in the
pipeline; this is necessary since shadowed regions receive only
ambient light
* small improvement in how RenderPathVertexShader scales to a greater
number of vertex shaders
This was SVN commit r3690.
adts: whip together inefficient LRU cache manager (mostly for comparing
vs. Landlord)
file_cache: fix self-test (now correctly deals with small cache sizes)
file_stats: more stats for file cache
trace, vfs: bugfix: ignore writes recorded by the trace
This was SVN commit r3684.
adts: slight improvements
allocators: change POOL_VARIABLE_ALLOCS to -1 for safety; fix invalid
assumptions of it being 0
lib: more expressive param names
file: add file_get_random_name for randomized trace generation; allow
file_cache.h to declare externally visible file_buf_alloc API
file_cache: zero-length file bugfix; also add several flags to the API
routines allowing statistics gathering to be disabled (avoids distorting
stats due to e.g. trace_entry_causes_io cache simulation)
file_stats: add archive builder info; separate IO timing and seek
accounting (-> correct results)
trace: add random generation capability
vfs: made responsible for cache hit/miss accounting (fixes cache miss
rate display)
This was SVN commit r3681.
# Added Explore tag for infantry units.
# Temporarily assigned a standard set of formations to all units for
testing purposes.
# Fixed pick list tab style.
* (Also updated traits.formation in Wiki to keep in sync.)
* Added "loose" formation -- is there a better name for that? -- since
presumably we'll need an option to disband the current formation.
* Pushed selection tab behind the pane as an easy alternative to
shifting it about.
* Started working on lists with "mixed" items (from different sheets,
like Allegiances), but decided halfway to commit the formation stuff for
Andrew.
* (Incidentally, as suspected, there isn't enough room for all these
items. All four horizontal tabs are now maxed out on a typical CS. Might
have to append the kill and player tribute items from Allegiance onto
Stance.)
* (Also, if we need more than 11 items in the list, that will also need
to be adapted sooner rather than later. The representative formation
list is maxed out.)
This was SVN commit r3680.
* Got selection list (shows a list of portraits of the currently
selected units, with health bars) to work, including horizontally
expanding tab (using a helmet tab temporarily to get an idea of the icon
location).
* Todo: Dynamically adjust tab position when horizontal list (tabs need
more blending room); bleed portraits into additional rows above when the
number of entities in the selection exceeds the length of a list.
This was SVN commit r3674.
Map XML: Store camera position. Stopped using DTDs (because they make it
too hard to change the XML structure without breaking all the old XML
files).
Game.h: Include fewer files, to make compilation sometimes faster.
World: Changed some things to not be singletons, since they were
(ab)used as CWorld members.
This was SVN commit r3670.
file: change block size to 32kb (=> yields highest throughput)
archive, file_io: add additional block cache forwarding path when
reading uncompressed data from archive (avoids repetitive IOs)
file_io, file_stats: fix inaccurate and incorrect IO throughput
calculation
file_stats: refactor some calculations to avoid division by 0
This was SVN commit r3665.
* Split command backs into outer ring and inner bubble (so nested
add_color can be used to illuminate only the interior).
* Used nested add_color (when you have a new toy, you have to play with
it) to make only the icon of a tab illuminate, which looks a lot better.
* Removed garrison sprite definition, since that cell sheet is not long
for this world.
This was SVN commit r3662.
vfs_mount: only notify archive builder of files that are archivable
vfs_optimizer: fix should-rebuild logic; make 2 criteria optional and
disable in final release for convenience
This was SVN commit r3651.
Started on the surrounding buttons, but unsure if they work or not since
the engine is now crashing for me after archive. :( (Modifying a data
file while the game is running also causes the game to crash.)
Committing some changes anyway.
This was SVN commit r3650.
vfs: remove second call to tree_init (now done by vfs_mount)
vfs_tree: fix memory leak due to not destroying root node. commented and
armor-plated things while at it.
This was SVN commit r3647.
- lib, sysdep.h: move DIR_SEP to sysdep.h
- archive, compression: minor touchups
- zip: large refactor: all accesses to little-endian structs are now
done by helper functions (fixes bug: wasn't endian swapping ECDR). also
detect unfinished zip files (for VFS mount to ignore)
- tex_dds: fix comment
This was SVN commit r3634.