File openxray.changes of Package openxray
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Tue Jan 03 08:35:35 UTC 2023 - aloisio@gmx.com
- Update to version 0.0.1144+git.20211206:
* xrRenderDX9/dx9HWCaps.cpp: properly load ATIMGPUD
* Cleaned up xrSound log on Master Gold
* xrRenderDX9/dx9HWCaps.cpp: return 0 if failed to initialize ATI API
* Trim spaces when logging CPU model name
* Log Device precaching time and memory usage once, not each frame
* Disabled NET singleton refcounter logging on Master Gold
* Moved stat_motions and stat_textures console commands to xrRender
* Disable renderer resources memory usage logging on MASTER_GOLD
* xrCore/_math.cpp: made random seed initialization use same code for all platforms
* xrRenderDX9: removed logging DirectX Driver Level
* Disabled logging COM references counts on Master Gold
* Reduced differences between R4 and RGL
* Renderers: Clean up and reorder graphics API defines directives. (#911)
* Added a notice about dev branch to the readme
* Statically link xrGameSpy, xrPhysics, ODE and OPCODE, projects on Master Gold configuration on Windows
* xrPhysics: use Device directly
* xrPhysics: use GameMtlLibrary directly
* Fixed d3dcompiler_47.dll path in the solution filters (#914) This is a forgotten part of d885d5d10f93dde0a7ab1b3a0897d384f5245af5
* Fixed x86 build (#914)
* Redistribute d3dcompiler_47.dll with our Windows binaries (closes #914)
* Fix compilation
* xrEngine/Device_destroy.cpp: replaced ugly DX9 check with more convenient one
* Enabled real-time fog config reload for non-Master Gold configurations
* xrEngine doesn't need to know how to handle OpenGL V-Sync OpenGL stuff should lay in the OpenGL renderer.
* Moved loading stages console command to xrGame and renamed it
* xr_level_controller.cpp: don't spam about SDL couldn't find a key name in MASTER_GOLD
* xrGame/ui/UILoadingScreen: use existing functionality for progress bar background
* xrGame/ui/UILoadingScreenHardcoded.h: use raw string literals
* Fixed wrong shader profile being selected on R1 shaders (closes #904)
* xrRender/ShaderResourceTraits.h: removed excessive check that always true
* Fixed mouse teleport doesn't work in exclusive input mode
* Moved mouse position management from IInputReceiver to CInput
* Revert "xrGame/ui/UIMapWnd.cpp: made m_map_location_hint auto-deletable"
* Refactored loading screen It's almost ideal now. Only thing left is to move CApplication rendering into the normal rendering cycle and then we can make smooth loading progress bar.
* Revert "Added support for SOC's THM format in SOC mode (#392) (#867)"
* Don't allow HDAO Ultra if compute shaders are missing in gamedata (closes #829)
* Added TODOs to xrGame/Actor.cpp and script_game_object3.cpp
* Fixed artefacts are not being displayed on the belt sometimes in CS (#392)
* Restored monsters inventory (#382, #392)
* xrGame/InventoryOwner.h: default initialize pointers, move initialization to member initializer list
* xrGame/ui/UITalkWnd.cpp: if we have process key press in the talk window, tell it is processed.
* xrGame/ui/UITalkWnd.cpp: don't allow opening trade dialog when talking in Osoznanie mode (#382, #392)
* xrGame/ui/UITalkWnd.cpp: add XXX
* Hide talk dialog on trade/upgrade window open
* Fixed NPC mechanic info not displayed on upgrades window
* xrGame/ui/UIActorMenu.cpp: added monster info to the inventory window (#382, #392)
* Fixed Clear Sky upgrades (#382)
* Correctly display upgrades hints for Clear Sky (#382) Won't work without parent commit ec6e29dc673b868107a69049a6c2a8a551b970d4
* Cleaned inventory upgrades UI a bit (#382)
* Cleaned up some UI code, made some TextWnds to be Statics as it was in CS (#382)
* Fix ODR violations found by ASAN (#862)
* Fix links to Travis CI (#894)
* Add "store all" hotkey in the inventory. (PR #547, closes #891)
* xrCore/xrDebug: release the window input and fullscreen immediately after encountering an error.
* Updated readme ⭐
* xrEngine/device.h: removed virtual functions implementations on helper classes
* xrEngine/Device_destroy.cpp: includes clean up
* xrEngine/device.h: removed unneeded function
* xrRender/ResourceManager_Reset.cpp: create temporary buffer_vector in stack instead of xr_vector
* xrEngine/Device_destroy.cpp: Removed special case for environment reset
* Fixed build with old SDL2 installed in the system
* The engine will now handle monitors connect/disconnect/orientation change
* Increased game window opacity when dragging window via Win+Tab
* Device video modes system huge refactoring
* Renamed Vid_SelectedMonitor to psCurrentMonitor
* Use psCurrentVidMode for refresh rate instead of separate variable
* Cleaned up psDeviceFlags enum
* Ability to hide red text on the center of the screen using console command (PR #871, closes #869)
* README.md: Added Patreon badge
* Removed CPU::GetCLK() (#663)
* Wrapped direct calls to SDL_GetTicks()
* Added support for SOC's THM format in SOC mode (#392) (#867)
* build(deps): bump Externals/sse2neon from `4638cf8` to `efcbd51`
* xrGame/ui/UIMap.cpp: add XXX [skip ci]
* Recreate main menu only after we have exited from it's Lua script (fixes #715)
* Update luabind
* xrCore/log.cpp: disabled log flushing after each 32768 lines in log
* Use desktop resolution and refresh rate on first launch (#777)
* Improved level graph manager (#382, #392) Made it more efficient and safe. This is continuation and refactoring of 6b30ac37b30f46c2df381ad29ae7c0a646c87c3b and d0f0ce19396ddead348afafedacfc0bcd7c24f1d.
* Fixed demo record help doesn't render (was broken or disabled intentionally in COP)
* Fix 1280x1024 has too big fonts for this resolution (closes #642)
* build(deps): bump Externals/luabind from `70ef64f` to `71a5661`
* build(deps): bump Externals/sse2neon from `9bbd9e2` to `4638cf8`
* Renamed always_active console command to rs_always_active
* Fixed broken always_active console command
* Minimize game window only when fullscreen modes are enabled Addition to c2c18e4cc8f8414ef61e278ea6e232770e812a05
* xrEngine: removed Device_misc.cpp
* Fixed exclusive fullscreen doesn't work when always_active console command is on
* Layers/xrRenderGL/glHW.h removed pDevice, default initialize pPP and pFB
* xrEngine/device.cpp: fixed Device refers to itself in third person
* Refactored refresh rate handling (closes #777)
* Refactored fullscreen/windowed modes handling
* xrEngine/xr_ioc_cmd.cpp: removed -debug key, just enable these console commands on non-master gold builds
* xrGame/script_game_object_script2.cpp: fixed wrong mob home middle radius calculation (#382) xrGame/ai/monsters/monster_home.cpp: optimized mob home middle radius calculation
* xrGame/ui/UIActorMenu_script.cpp: Don't crash if inventory_upgrades.effect_repair_item callback is unavailable
* Update LuaJIT (closes #840)
* Filesystem: ignore Thumbs.db while scanning game db archives
* Filesystem: allow read file paths with upper case symbols
* MSBuild projects: put script multiplayer files into mp_script folder
* Require to disable exceptions for Master Gold only on Windows Taken from pull-request #815
* Add "X-Ray " and " thread" to thread names only on windows
* Fix thread names not being set in Linux
* Cmake-fix for full compilation. Help for Xottab and r-a-sattarov (#850)
* build(deps): bump Externals/GameSpy from `d50fa99` to `3b9b8ed`
* build(deps): bump Externals/libogg from `b674b56` to `3069cc2`
* xrGame/xrServer_process_spawn.cpp: returned game_sv_mp_script check from SOC/CS (#382, #392)
* Improved old shadow cascades blenders (#382, #392) Excessive, unneeded and wrong functionality removed, everything can be done with just check for old shadow cascades mode.
* xrGame/ui/UIHudStatesWnd.cpp: formatting [skip ci]
* xrGame/ui/UIHudStatesWnd.cpp: fixed ammo info doesn't hide when you switch to a weapon without ammo (#382)
* xrGame/ui/UIHudStatesWnd.cpp: don't show empty slash on weapon info panel (#382)
* Fixed xrGame compilation after merging #797
* xrCDB/Frustum.cpp: reduced testSphere_dirty function code size (#791)
* Revert "Added integrity check to CDB cache (closes #714)"
* Fixes partial "Getting rid of Microsoft specific types" #23 (#797)
* Don't crash the engine when prefetching sounds (closes #632)
* xrCore/xrDebug_macros.h: added R_ASSERT_CURE macros
* Added integrity check to CDB cache (closes #714) Also fixed xr_free used while xr_delete should be used
* build(deps): bump Externals/sse2neon from `e1b780c` to `9bbd9e2`
* xrGame/Inventory.cpp - fixed eating items for multiplayer
* LuaJIT-proj/luajit.cmake: added use of O3 for e2k O3 on mcst-lcc approximately equal to O2 at gcc X86/ARM
* xrRender/NvTriStripObjects.cpp: return early if there's no faces
* xrGame/GamePersistent.h: made ambient_sound_next_time an AssociativeVector
* xrCore/Containers/AssociativeVector.hpp: added reserve method
* xrGame/GamePersistent.cpp: cleanup
* xrRender: correct stride values
* Replaced D3DX with DirectXMath in old shadow cascades code
* Improved old shadow cascades check for xrRender_R2+ (affects COP, CS #382, SOC #392)
* Update r__pixel_calculator.cpp
* xrRender_R2/r2_R_sun.cpp: cleanup
* xrRender_R2/r2_R_sun.cpp: use xr_vector, not std::vector
* xrRender_R2/r2_R_sun.cpp: cleanup
* xrServerEntities/xml_str_id_loader.h: suppressed debug log on Master Gold
* Partially replaced D3DX with DirectXMath
* xrRenderPC_R1/FStaticRender.h: use ID3DBaseTexture instead of IDirect3DBaseTexture9
* xrCore/xrDebug.cpp: removed Borland C++ Builder leftovers
* xrCore/xrsharedmem.cpp: replace Lock* with Lock
* xrRender/Debug/dxPixEventWrapper.h: removed excess whitespace
* xrRender/ResourceManager.cpp: fixed wrong quotes in include
* xrEngine/main.cpp: renamed -gl command line key to -rgl
* Optimize explosions
* build(deps): bump Externals/libogg from `369657c` to `b674b56`
* xrRenderPC_GL: Fixed Linux build
* xrRenderPC_R2/R4: merged r*_R_sun into common xrRender_R2/r2_R_sun.cpp
* xrRender: merged *ConvexVolume code into common xrRender_R2/r2_sun_support.h
* xrRenderPC_GL/CMakeLists.txt: reordered files a bit
* xrRender/r__pixel_calculator.cpp: cleanup a bit
* xrGame/console_commands.cpp: enabled set_weather console command on Release
* Layers/xrRenderDX11/CommonTypes.h: modernize and cleanup
* Fixed Release Windows build
* Windows: disabled editors building on Release Master Gold
* Temporary fix for Linux build
* Windows: Disabled C++ exceptions on Release Master Gold
* Windows: updated SDL2 NuGet package
* Fixed Windows Debug build
* fix: rename internal function '__cpuidex' to 'xr_cpuidex' (#811)
* fix: check luabind submodule existing (#813)
* Fix luajit compile flags (#814)
* xrGame/xrServer_info.cpp: add XXX
* xrCore/Threading/TaskManager.cpp: fixed crash at exit
* Explicitly initialize and finalize xrGame instead of using DllMain or __attribute__((constructor)) / __attribute__((destructor)) (#804)
* Fixed few asserts detected with debug CRT
* xrPhysics/xrPhysics.cpp: use static global variable instead of DllMain/__attribute__((constructor))
* Externals/submodule_chech.hpp: fixed GCC warning
* xrCore/_bitwise.h: swapped x64 and x86 specific code
* xrCore/Threading/TaskManager.cpp: fixed crash on startup in some cases
* MSBuild: Fix debug build
* Use NuGet DXSDK.D3DX package instead of repository-local DXSDK Thank you, Chuck! <3
* Add MASTER_GOLD option into CMake build (#807)
* build(deps): bump Externals/sse2neon from `2ebfe7c` to `e1b780c`
* build(deps): bump Externals/libogg from `31bd3f2` to `369657c` (#800)
* build(deps): bump Externals/libvorbis from `4e1155c` to `84c0236` (#801)
* xrRender: updated to use new AGS SDK (closes #476)
* build(deps): bump Externals/AGS_SDK from `dbeff30` to `7d2d1a2`
* Fix resource linking
* Added check for luabind availability with an assumption that submodules are missing if it's unavailable.
* Fix CMAKE_INSTALL_PREFIX issue (#790)
* Make luajit cross-compileable (#789)
* src/xrGame/CMakeLists: added additional message for debug case on e2k
* src/xrCore/xr_cpuid.cpp: added check of 3DNow for e2k
* Preparations for static linking: added XRAY_STATIC_BUILD macro check (#210)
* Fixed xrSE_Factory build
* xrEngine/LightAnimLibrary.cpp: removed redundant XR_EXPORT
* Removed CommonImportExport.inl
* CMake: disabled CryptoPP usage by default
* Fix wrong arguments passed into format function (#787)
* build(deps): bump Externals/sse2neon from `4355e56` to `2ebfe7c` (#784)
* Fixed alignment.
* Removed unneeded parentheses.
* Changed memory order to relaxed, even though it seems it should't affect anything.
* Finalized cpuid for e2k.
* Added nullptr check before trying to demangle. Fixes a SIGILL on E2K.
* Also added fillInAvailableCpus() for ARM.
* Fixed missing function header
* Attempt to fix cpuid eating away all the memory. Trying to read cpuid Intel-way on other architectures makes no sense.
* Removed invalid memory order for store operation.
* Fix luajit rebuilding every time (#776)
* xrGame/CMakeLists: added hack for MCST lcc compiler The MCST lcc compiler does not support a file > 4 Gb, this is an EDG (Edison Design Group) frontend bug, so generation of debug information is disabled
* luajit.cmake: added hack for MCST version of LuaJIT Used pre-generated buildvm_arch.h when compiling LuaJIT from MCST
* Fix some build warnings (#766)
* setting time for archive files
* xrRender_GL: Implemented HW.BeginPixEvent() and HW.EndPixEvent() (closes #765)
* Fixed NPC's combat range tuning in CS and SOC (#382, #392)
* xrGame/wallmark_manager.cpp: restored ability to set more than one wallmark to entity or ammo/explosive
* GitHub Actions: Fix Linux x86 build (#764)
* xrRender: Fixed Linux compilation
* xrRender_GL: Fixed compilation under Linux
* GitHub Actions: use GCC 9 to compile on Linux
* GitHub Actions: use latest available GCC
* xrRender: removed direct (static) link dependency on d3d9.dll 1. It is already being loaded dynamically on DX9 renderers, let's reuse this. 2. For DX11 we will use ID3DUserDefinedAnnotation. Old PIX events are deprecated in favor of not loading d3d9.dll.
* xrRender: incapsulated dxPixEventWrapper implementation into HW
* Reorder includes in renderers precompiled headers HW will now always adjust skinning mode
* xrRender_R4: use different shader cache paths for different feature levels
* xrRender_R2/r2_test_hw.cpp: report renderer unsupported if failed to create D3D
* xrRender_R4: use D3DCompiler_37.dll for Clear Sky in DX10 mode (#382) Addition to #627
* xrRender_R4: removed direct link dependency on d3d11.dll and dxgi.dll In the static link configuration, it is more correct to dynamically load DirectX DLLs
* README.md: fixed small typo
* README.md: separated pull request contributors from individuals
* README.md: added forgotten colon
* README.md: fixed markup
* README.md: Added credits
* xrCore/_math.cpp: corrected GetCLK implementation for ARM
* Rename cpuid.h header, fix __cpuid call (#761)
* Fix wrongly configured CMakeLists after previous commit
* Use sse2neon repository as submodule It will allow us to keep updated. (with dependabot help) Also, this should fix build on Linux ARM64
* build(deps): bump Externals/libogg from `cab46b1` to `31bd3f2` (#756)
* build(deps): bump Externals/libvorbis from `143caf4` to `4e1155c` (#759)
* build(deps): bump Externals/libtheora from `91203fd` to `7180717` (#754)
* build(deps): bump Externals/GameSpy from `5cd0fcd` to `d50fa99` (#757)
* build(deps): bump Externals/mimalloc from a43a51a to 57f7f9b (#753)
* CI: Don't build dependabot created branches
* Create Dependabot config file
* CMake: Fixed xrCore compilation on ARM
* Remove cotire and use target_precompile_headers in CMake (#750)
* Commented out parallel particles processing
* utils/ETools: removed SDK related code from ETools
* xrCore/Threading/TaskManager.cpp: include immintrin.h on E2K too
* xrRender: Added r__dsgraph_structure.h Later, R_dsgraph_structure class will be returned
* xrRender/r__dsgraph_render.cpp: removed unnecessary frustum backup
* Removed code for syncronous HOM processing (forgot to remove them in 2c74874681f82acf40df1b2dfd96cc796d4176fe)
* Moved HOM processing into task manager Also restored lstRenderables exact front-to-back sorting order for R2+
* Fixed Linux build
* Fixed Linux build
* Task scheduler optimization
* Removed Secondary Thread, now it's just a task
* Fix AppVeyor build, fix DCMAKE_BUILD_TYPE typo
* xrCore/cpuid.h: added invariant TSC detection
* xrCore/cpuid.h|cpp: refactoring
* Revert "xrCore,xrCDB: replace cpu features on SDL"
* Moved setting primary thread name to xrCore::Initialize()
* xrCore/Threading/TaskScheduler: fixed stats
* Fixed compilation after 3853982a011ece969fbcfd058f723ef090b6b5bd
* Fixed compilation under new Visual Studio version
* xrCore/Threading/Task.hpp: moved task data to m_data struct
* Returned A-Life Order Attack command (#382)
* Fixed Linux compilation
* Fixed Linux build
* Removed Intel TBB (also removed pugixml from debian/control
* Revert "xrCore/fastdelegate.h: support for capturing lambdas (you must manage lambda lifetime!)"
* Added new custom task scheduler
* github: remove libssl-dev from packages to install (#746)
* xrCore/fastdelegate.h: support for capturing lambdas (you must manage lambda lifetime!)
* xrCore/fastdelegate.h: MakeDelegate now support lambdas
* Move LuaJIT in LuaJIT-proj directory in CMake, fix luajit executable build
* CMakeLists: Fix compiler output not accounting for the build type. (#742)
* Refactor luajit.cmake to match with LuaJIT makefile (#737)
* Enable GC64 mode in LuaJIT on Linux
* E2K: improved cmake configuration
* README.md: more explicit statement about SOC support
* README.md: extended build status [skip ci]
* Added use of Intrinsics on e2k (MCST Elbrus 2000) MCST e2k (Elbrus 2000) architecture has half native / half software support of most Intel/AMD SIMD e.g. MMX/SSE/SSE2/SSE3/SSSE3/SSE4.1/SSE4.2/AES/AVX/AVX2 & 3DNow!/SSE4a/XOP/FMA4
* Refactored LuaJIT build system on Windows + Support for spaces in build paths + Cleaning up LuaJIT folder from build debris to avoid collisions
* Revert #559 This commit reverts merge of https://github.com/OpenXRay/xray-16/pull/559/ and https://github.com/OpenXRay/LuaJIT/pull/1
* xrSound/SoundRender_Core/SourceManager.cpp: replace manual lock entering/leaving with scoped lock
* travis: use core_count=2 for arm64 (#735)
* implement CDB cache versioning via timestamp #714
* Added search of FreeImagePlus library and its include path (#733)
* xrCore/fastdelegate.h: added support for stateless lambdas
* xrCore/fastdelegate.h: fixed build
* xrCore/fastdelegate.h: replaced safe_bool idiom with explicit bool operator
* xrCore/fastdelegate.h: formatting
* luajit.cmake: fixed build with latest version of LuaJIT (#732)
* xrCore/fastdelegate.h: removed wrong r-value passing
* xrCore/fastdelegate.h: rewrite using variadic templates
* xrCore/fastdelegate.h: removed Borland specific X-Ray additions
* Removed unused XRay::Scheduler Removed ACCELERATED_SORT from Util.hpp (was only used in XRay::Scheduler)
* Fixed build when using TBB_PARALLEL=OFF option
* luajit.cmake: added e2k definition Added definition of e2k (MCST Elbrus 2000) architecture.
* Enabled X-Ray allocator back on LuaJIT
* Enable GC64 mode in LuaJIT on Windows
* Update LuaJIT to the latest branch
* Revert "SOC hud weapon support for SOC mode (#392)"
* Removed disabled TaskScheduler tasks
* SOC hud weapon support for SOC mode (#392)
* xrCore/fastdelegate.h: always allow function-type syntax
* xrCore/fastdelegate.h: removed VC6 workarounds
* xrCore/fastdelegate.h: removed old GCC workaround
* xrCore/fastdelegate.h: removed non-STATICFUNCTIONHACK method (always use evil method)
* README.md: Updated sponsors badge -> financial contributors badge
* xrCore: fixed vector comparison fixed
* xrCore: ridiculous comparison removed
* xrRender: reduced memory footprint for portals
* xrRender: typo in solution filters
* xrRender: common `detectSector`
* xrRender_GL: fixed cloud lerping (#31)
* xrRender_GL: Corrected check for HQ Geometry fix
* Don't report renderers as supported when no shaders found Refactored code, made a function to simplify renderer modes adding. Also removed .dll ending in the assertions descriptions.
* xrRender_R2/xrRender_R2.cpp: check if r2a and r2 can be added too
* xrRender_R1: fixed DX9 resources leak when checking for renderer availability
* Common/CommonImportExport.inl: removed XRRENDER_GL_EXPORTS
* Moved global define MASTER_GOLD from Release to Master Gold configuration
* Windows: Added Master Gold configuration It will be statically linked Release (#210) (it contains Release at the beginning, so it can inherit all Release settings automatically)
* xray_project_configurations.props: moved Debug x64 to correct place
* Release packages for Windows now will contain full configuration names instead of short names
* Some clarifications to the readme
* Added Patreon page link to FUNDING.yml
* Fixed OpenGL don't work when TBB_PARALLEL compile option is off
* Fixed broken models on R1 after 7fe378b1efc0f02e3c32e56c19a2bdfb68029eaf (#473)
* xrRender: small refactoring
* xrCDB: fixed registration of cdb cache in FS
* xrRender: Added a check for the file to be opened (caused crashes on Linux if the name thm contains uppercase characters)
* CMake: Fix typo in FindReadline.cmake (PR #720, fixes #719)
* MSBuild: fixed warning about missing trailing slash in OutDir
* MSBuild: Moved TargetPlatform and WindowsTargetPlatformVersion to xray_project_configuration.props. Removed Common.props
* MSBuild: xray_input.props: removed GameSpy from global search paths
* MSBuild: Common, minilua and BuildVm in Mixed are now compiled as Mixed
* MSBuild: Moved build configuration to xray_build.props
* MSBuild: Added xray.props. It will replace Common.props
* MSBuild: project files cleanup
* MSBuild: projects build configuration is now located in one .props file
* MSBuild: project configurations are now located in one .props file
* Fixed showing "Pause" label
* Refactor CMake files
* OpenGL shaders: fixed compilation error with extreme quality of hdao
* xrRender_GL: implemented anisotropic filtering control and mipmap lod bias control
* xrRender_GL: corrected near sun shadows
* Added graph for FPS history (use `rs_fps_graph` to enable) (#705)
* xrRender: BeginScene/EndScene calls moved from CBackend to CHW
* xrRender/R_Backend_Runtime.cpp: moved comments inside #ifndefs Now, comment about DX9 is where it was in the original engine sources.
* xrRender: added ability to use parallax for terrain materials
* Travis CI: update to Ubuntu Focal Fossa, removed x86 builds (#708)
* Removed xrManagedApi and xrPostprocessEditor
* xrCore: marked inheriting classes as final, where possible
* xrCore: marked overriding functions as such
* xrRender_R2/r2_rendertarget.cpp: don't create unused rendertargets
* More stable check for HQ Geometry fix (#473)
* Fixed RPM package missing info about provided dependencies (PR #706, closes #650)
* Added debug break instruction for ARM Thumb
* Fixed mp_configs_verifyer and mp_screenshots_info compilation. MSVC: enabled these projects compilation.
* xrDXT: replaced __declspec(dllimport/dllexport) with XR_IMPORT/XR_EXPORT Plus some formatting
* Removed LWO
* Fixed x64 errors in CompressionTest and xrDXT (thanks to compiler warnings) MSVC: Enabled CompressionTest compilation
* Revert "xrEngine: fixed typo in R2 presence detection"
* xrEngine: fixed typo in R2 presence detection
* xrRender: Fixed more warnings (fixes build on Rx64) [skip Travis]
* MSVC: Enabled warning (and fixed them) as errors on renderers [skip Travis]
* xrRender_R2/r2_rendertarget.cpp: fixed wrong #ifdef, should be #if
* xrRender: fixed warnings about D3D_VIEWPORT type narrowing casts
* xrEngine: flush SDL events queue on console opening (#703)
* docs: add instructions for docker
* chore: bump gitignore
* feat: add docker configuration for developers
* xrGame: Fixed crashes when loading some saves under Linux
* [flow] Fix Female profile loading
* [flow] Use freopen return stream
* [init] Always initialize rcode to prevent UB on access to
* [macros] Close variadic list after usage
* [overflow] Prevent out of buffer write
* [flow] Do not dereference null pointer
* [flow] Read profile sex correclty (now females are happier)
* [free] Prevent null pointer dereference
* [overflow] Prevent out of buffer write
* [init] Set class members in ctor initialization list
* [init] Initialize class members to safe defaults
* [init] Set members in ctor initializer list
* [init] Initialize class members to safe defaults
* [init] Initialize class members in ctor parameter list
* [init] Initialize class member to safe default
* [perf] Move assign to vectors if source vector is not used anymore
* [flow] Passed by ref small value never changes, use pass by value
* [dupl] Remove duplicated random generator
* [flow] Ensure random generator evaluation order
* [init] Initialize class member to safe default
* [init] Initialize vertex count to safe default
* [flow] Ensure local variable doesn't hide member one
* [flow] Use static_assert instead of array size hacks
* [perf] Pass large (12 bytes) args by reference
* Temporary fix for x64 compilation [skip travis]
* MSVC: increased warnings level to 2 [skip travis]
* xrPhysics/IPHCapture.h: removed excess empty line [skip ci]
* xrPhysics: correct implementation of pure virtual destructor
* xrCore/_std_extensions.h: removed excessive fallthrough attribute
* xrPhysics, xrGame: more correct way of organizing cross-platform shared library initializer
* xrCDB/xrCDB.cpp: removed useless DllMain (does nothing)
* xrGame/HudSound.h|cpp: removed not needed (and wrong) destructor
* g_spawn console command implementation with checks (#699, closes #483)
* xrCDB: added caching for OPCODE trees (#698)
* xrCore/_vector4.h: removed wrong global variables instead of typedefs.
* fix: replace old settings values with new
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Sat Dec 19 19:21:03 UTC 2020 - mardnh@gmx.de
- Update to version 0.0.812+git.20201203:
* xrRender_R2/r2.cpp: fixed invertion for position decompression params on OpenGL
* xrGame/ui/UIMap.h|cpp: use default virtual destructor (#694)
* Fixed broken map spots in PDA (#693)
* Cleanup of bone animation code (#691)
* xrRender_R2: merged two duplicated r2_rendertarget.cpp into one
* xrRender_R2: trying to fix fatal warning on GCC10
* Fixed build after 1a45237059e59fa3a41e2163d76338de20cc01d3
* xrRenderPC_R4/GL: merged r*_rendertarget files into one.
* xrRenderPC_R*/r2_types.h: merged files into one
* xrRenderPC_R*/r*_rendertarget: moved u_set_rt functions to separate file
* xrRenderPC_R*/r*_rendertarget: reduced differences between files
* xrRenderPC_R*/r*_rendertarget: moved build textures stage to separate function and file
* xrRenderPC_R*/r*_rendertarget: reduced differences between files a bit
* xrRender_R2: merged r2/r4/rgl.cpp into one file
* Getting rid of INT, WORD types (#671 addressed to #23)
* Getting rid of CONST, FLOAT, VOID types (#674 addressed to #23)
* TabControl buttons can have auto assigned IDs
* xrUICore/TabControl/UITabControl.cpp: don't crash if tb_cur is nullptr
* xrGame/ui/UIMap.h|cpp: initialization functions now will use const CInifile&
* Made map spots in SOC behave as in SOC (#392)
* xrGame/ui/map_hint.h|cpp: Compatibility with SOC (#392)
* xrGame/ui/UIMapWnd.cpp: made m_map_location_hint auto-deletable
* xrGame/ui/UIMapWnd.cpp: initialize xml navigation earlier (#392) Right as it was in SOC. The reason for this change is that m_map_location_hint should be the latest child attached to CUIMapWnd
* xrGame/ui/map_hint.h|cpp: removed ugly hack with custom drawing order
* xrGame/ui/map_hint.h: default initialize members
* xrGame/ui/UIHelper.h|cpp: Added CreateTextFrameLine function
* Fixed knife doesn't strike anything in SOC (#392) In COP and CS strike is applied when motion mark is found, but SOC's knife doesn't have any...
* Fixed R2 detection in Shadow of Chernobyl
* Replacing the deprecated sys_errlist with strerror (PR #683, fixes #679, closes #682)
* github ci: use ::set-output instead of ::set-env
* github ci: use microsoft/setup-msbuild to add msbuild to PATH
* xrRender: GL: shaders compilation fix for integrated Intel cards (#681)
* HUD: added switch for left handed HUD (#680)
* xrGame/string_table: fixed missing text about key binded to action
* Load SOC xmls even if they have missing end tags.. (#392)
-------------------------------------------------------------------
Sat Oct 31 15:36:42 UTC 2020 - mardnh@gmx.de
- Update to version 0.0.784+git.20201031 (October 2020 Preview):
* GitHub Actions now use actions/upload-artifact@v2 [skip ci]]
* Fixed input lag on low FPS
* Windows: Let MSBuild handle copying DLL dependencies
* Added a workaround for missing patrol path (disabled by default)
* xrCore: Fixed entire solution rebuild after getting git info on Windows
* Fixed broken luminance on OpenGL render
* xrRender_R2: prevent nullptr dereference in u_setrt()
* xrRender_R2: merged four more files into common folder
* CRenderTarget: added u_setrt() overloads that accept Z buffer as const ref_rt&
* xrRender/FSkinned.cpp: added stub for parallel processing of visual's vertices
* xrRender/FSkinned.cpp: load_hw() doesn't change source vertices, so I made them const
* Layers/xrRender_R2/r2_blenders.cpp: fixed case-sensitive includes
* Reduced differences between R2 and R4
* Moved some R2 and R4 files into xrRender_R2 and resolved the diffs
* Moved common R2 and R4 files with no diffs into xrRender_R2 folder
* xrRender_R4/GL:: removed Non-MSAA/MSAA code branching in the bloom and postprocess phase
* xrRenderPC_R2/r2_rendertarget_phase_accumulator.cpp: removed useless code branching
* xrRender/ShaderResourceTraits.h: fixed R1 and R2 can't compile shaders on Release configuration
* xrRender/r_constants.cpp: removed useless assertion that no longer needed.
* xrRender/r_constants.h: added missing case to get_load function
* xrRender/blenders/Blender_Screen_SET.cpp: fixed switch cases didn't have break
* Fixed error made in the previous commit
* Set maximal optimization level for shaders on Release builds
* Fixed loadscreen doesn't hide after vid_restart
* xrEngine/x_ray.cpp: removed optimization disabling pragma
* xrRender/dxThunderboltRender.cpp: removed probable branch merge conflict leftovers
* Removed DX10 leftovers Instead of using DX10 we will use DX11 with feature level 10.x Look at f612295d8a7fdf1c52ba967e3b1b1ccdfbb41d62
* Removed xrRender_R3
* Replaced xrRender_R3 with xrRender_R4 (it will work both in DX10 and DX11 modes)
* xrRenderPC_R4/r2_test_hw.cpp: refactored DX11 testing
* xrRenderPC_GL: moved testing code into r2_test_hw.cpp (like in other renderers)
* xrRenderDX*/dx*HW.cpp: change global objects only if this CHW instance is a global HW object xrRenderDX10/xrRenderDX10.cpp: only crash the engine if this CHW instance is a global HW object, otherwise just mark this instance invalid.
* xrRenderDX9/dx9HW.cpp: optimized static arrays traversal using range-based for
* xrRender*/*HW.cpp: removed unused includes xrRenderGL/glHW.cpp: removed excess details in path to glHW.h
* xrRender*/*HW.h|cpp: constified functions and variables
* xrRenderDX*/dx*HW.cpp: fixed possible resource leaks when multiple CHW instances were created
* Fixed Linux compilation
* xrEngine/defines.h: cleanup after previous commit
* Refactored renderers loading mechanism Allows us to define multiple renderer modes in the one render library.
* xrRenderPC_GL: use staging buffer abstraction (#675)
* xrRender/ResourceManager.cpp: fixed potential out of bouds string access
* xrGame/ui/UIGameTutorialSimpleItem.cpp: fixed problems with tutorials stretching in widescreen in SOC/CS (#382, #392)
* xrGame/GamePersistent.cpp: added -nogameintro key to skip game intros
* xrGame/GamePersistent.cpp: fixed loading screen still being shown when game intro is playing Original bug that was introduced in COP Fixes problems in Clear Sky (#382)
* xrCore/XML/XMLDocument.hpp|cpp: made functions parameters const where it's implied
* Refactoring of the build package script
* MSBuild: Output utils into bin/utils
* MSBuild: Copy MSVC Redistributable into engine compilation folder
* Update BugTrap submodule Receives latest changes from recently merged PR https://github.com/bchavez/BugTrap/pull/33
* xrRender/SH_Texture.cpp: initialize the pointer to be safe
* Getting rid of DWORD_PTR, CHAR, LPSTR types (#672, #23)
* Getting rid of UINT, UINT8, UINT32, ULONG types (#670, #23)
* Getting rid of BYTE type (#669 addressed to #23)
* [deref] Reset OpenAL context via correct context ptr
* [perf] Use already computed proections
* [macro] Ensure macro evaluation priority
* [format] Fix UB on format <> arg type in printf
* [flow] Unsigned is always >= 0
* [bounds] Ensure no out of bounds access
* [leak] Free DefaultOutputHandler memory on early return
* Revert "[flow] Append path separator when it is not appended" This reverts commit 1f3a59f6b4cb7e88ec8b05938dac3dd6b1cdbb7a. (breaks filesystem)
* xrRender/r__sync_point.cpp: prevent error on first get data
* Fixed Debug compilation on Windows
* Cleaned up Crypto++ project Improves build speed on Windows.
* Added forgotten define to a Windows build
* xrGame/string_table.cp: a bit of a cleanup
* Replace dword with u32 (#665)
* [format] Fix format and placeholder type matching
* [flow] No sense in passing references if args are not modified
* [style] Remove unneeded template param specification
* [format] Ensure format and type placeholders match
* [format] Fix UB for nonconsistent format and placeholder types
* [init] Initialize class members to safe defaults
* [flow] Expected int type instead of bool one
* [flow] Deleting of gcroot m_container is nonsense
* [leak] Do not throw potential OutOfMemoryException from destructor
* [flow] Check result after dynamic_cast
* xrGame/string_table.cpp: insert unknown actions as is
* xrEngine/xr_input_xinput.h|cpp: added error protection in the GetActionAllBinding()
* [flow] Add virtual destructor for type which has children and deleted
* [flow] Add virtual destructor for type which has children and deleted
* [flow] Propagate null checks to prevent NullReferenceException
* [flow] Safe invocation of event subscribers
* [flow] Remove already true condition
* [macro] Close va_list after usage
* [bounds] Prevent out-of-bounds reads
* [alloc] Fix UB in deletion of T[] by delete
* [leak] Do not leak memory blocks
* [perf] Use range for loop instead of iterators
* [perf] Implement IEquatable<T> to prevent boxing and reflection on comparisons
* xrEngine/xr_input_xinput.cpp: formatting
* [priority] Make reverse sqrt intention explicit
* xrRender/r__sync_point.cpp: fixed typo
* [bounds] Do not overflow texture matrices array
* [flow] Remove zero side effects statement
* [flow] Do not initialize var to same value twice
* [init] Initialize class members to safe defaults
* [flow] Fix double fclose
* [review] PR review fixes
* [init] Fix code style
* [flow] Remove unneeded check
* [perf] Emplace instead of insert
* [flow] Make member const
* [flow] Use const reference (PR review)
* [init] Move member init to ctor init list
* [bounds] Prevent out-of-bounds read/write on m_samplerArray[stage]
* [init] Ensure var is initialized in any control flow path
* [flow] Close opened va_list 'args'
* [flow] Remove #endif without #if
* [init] Do not initialize members by themselves
* [flow] Fix suspicious operator == for fpPixel
* [flow] Do not dereference invalid iterator end()
* [flow] Remove obsolete this == NULL comparison
* [flow] Ensure pointers are initialized in any exec path
* [flow] Check args before access, not after
* [flow] Close correct file handle on early return
* [flow] Remove unneeded size_t -> int cast
* [flow] Fix iFloor return type
* [flow] Unsigned is never < 0
* Revert "[flow] Unsigned is never < 0"
* [init] Initialize best node index to safe default (PR review)
* [style] Fix formatting per PR review
* [flow] Unsigned is never < 0
* [perf] Do not perform m_name empty ctor call + assignment
* [perf] Emplace instead of insert
* [init] Initialize member by default in ctor
* [perf] Do not need to do string -> char* -> string
* [flow] Do not access destroyed temporary
* [overflow] Fix ControllersToken overflow
* [perf] Emplace instead of copy and insert
* [io] Read color channels to a correct type vars
* [flow] Pass correct remaining buffer size to xr_sprintf
* [flow] Read from buffer only if it is not out of range
* [init] Initialize class members to safe defaults
* [flow] Ensure context Stats are always initialized
* [flow] Reset SummFreq on context creation
* [flow] Remove unneeded check for nullptr
* [flow] Append path separator when it is not appended
* [init] Initialize class member to safe default instead of garbage
* [init] Initialize members to default instead of garbage
* [macro] Ensure macro evaluation priority
* [init] Initialize members by default instead of garbage
* [perf] Emplace vertex instead of insert
* [perf] Construct solving operator in place
* [perf] Create pair in container instead of copying
* [flow] Unsigned is always >= 0
* [init] Initialize members to safe values in FS_File ctor
* [flow] string.c_str() is never null, just empty ('\0')
* [flow] Do not violate rule of 3 - define copy ctor
* Fixed CxImage compilation in Debug configuration
* xrGame/ui/UICellItem.cpp: don't crash when actor_menu_item.xml is missing (#392)
* Compatibility with SOC's UI properties box (#392)
* Don't crash if upgrade properties are missing (#392)
* xrGame/map_manager.cpp: don't crash if someone added relation minimap spot via scripts instead of the engine (#382)
* xrRender/HOM.h|cpp: made visible(vis_data& vis) thread-safe
* xrCore/FTimer.h: adding ability to append one timer results to another timer with thread-safety guarantees Also added scope stats helper
* xrRender/HOM.h|cpp: constified everything
* Revert "xrRender: Returned rt_Generic order from Clear Sky"
* xrRender: ability to configure GPU syncronization timeout Use carefully
* xrRender: Moved GPU synchronization into a special class
* xrRenderPC_R4/r4_rendertarget_phase_smap_D.cpp: replaced direct GAPI call with our backend call Also did the same in r4_rendertarget_phase_smap_S.cpp
* xrRenderPC_R3/r3.h: removed unused members from RenderR3Statistics
* Fixed crash when changing graphics quality settings Constants can be null.
* xrRender_R*/r*_rendertarget: removed excess line (just formatting)
* xrGame/stalker_animation_manager_update.cpp: fixed wrong printf argument (#654)
* another fix appveyor build for linux x86
* xrEngine/Stats.h: returned TEST timers
* xrRenderPC_R4/r4_shaders.cpp: ISAMPLE should be always 0 if MSAA optimization is on
* xrCore/LocatorAPI.cpp: always log $fs_root$
* fix appveyor build for linux x86 (#652)
* xrCore/LocatorAPI.cpp: use m_paths.emplace(...) instead of m_paths.insert(std::make_pair(...))
* xrCore/LocatorAPI.cpp: removed automated fsltx search and root scan (bad code) Reverts d4ee8b506c8b6786497ccd328866d18bc51b079d and 26841e3c064635d9a4e1a0d49b391b175441af96
* gamedata: Implemented OpenGL SSR reflections on water from LVutner (#641)
* Fix Debug/ReleaseWithDebugInfo build errors and fix segfault at game exit in linux (#645)
* Fixed tesselation shaders macros not being defined
* I hope the pixel shader diffs are fixed now
* Attempts to fix pixel shaders diffs
* Fixed incorrect CRC32 calculations for shader cache (thx @Giperion), add extra logging (#640)
* xrRender: Blenders: minor refactoring
* xrRender: Blenders: tree separated
* xrRender: Blenders: Particle separated
* xrRender: Blenders: Model_EbB separated
* xrRender: Blenders: detail_still separated
* xrRender: Blenders: BmmD separated
* xrGame: fix Linux game running (disabled parallel task)
* xrRender: Blenders: clear projection TTF by default (#637)
* Fixed compilation
* Disabled mouse mode warp for SDL2
* Revert "Windows: updated SDL2 to 2.0.10 [skip Travis]" [skip Travis]
* Strict back-to-front HUD objects should not be also added to emissive objects
* Corrected AUR package after #591 (#635)
* Corrected AUR package description (#634)
* Fixed bug in filesystem with file path searching
* xrRender_R4: unlocked ISAMPLE, now it can have values other than zero
* xrRender: Fixed possible nullptr dereference
* Reduced differences between renderers
* xrRender: use CBackend to clear targets within a rect instead of calling GAPI directly
* xrRender: use CBackend to clear targets instead of calling GAPI directly
* xrRender: Added abstractions for clearing render targets within the rect
* xrRender: Added generic abstractions for clearing render targets
* Extented Fcolor usability Added constructors from packed u32 and floats, also operator= added.
* xrRender_R1/R2: replaced direct IDirect3DDevice9::SetRenderState with CBackend equivalents
* xrRender/dxConsoleRender.cpp: Fixed OpenGL using uninitialized variable Extracted the DX10+ code to separate function
* Fixing R3 issue with mark_msaa_edges.ps (#627, #382)
* xrGame: Fixed linux resource loading (#631)
* Fixed broken reload DOF when ammo count > 0
* Fixed actor weapon shadow on R1
* Layers/xrRender/Shader.cpp: deleted excess line
* xrRender_GL: Assign a texture for volumetrics to be sane
* CBlender_Screen_SET::CompileProgrammed(): fixed textures check and addressing not being done for all cases
* xrRender: Blenders: high detail removal leftovers
* xrRender: Blenders: editor code restored
* xrRender: GL render build fixed
* xrRender: Blenders: `LaEmB` refactored
* Restored case insensitivity on Windows
* xrCore: Debug: correct path to fsltx in error message (#630)
* xrRender: Blenders: `Screen_SET` refactored
* xrRender: Blenders: `ShWorld` refactored
* xrRender: Blenders: `GRAY` refactored
* xrRender: Blenders: `Vertex_aref` refactored
* xrRender: Blenders: `Vertex` refactored
* xrRender: Blenders: `Blur` refactored
* xrRender: Blenders: `Editor_Wire` refactored
* xrRender: Blenders: `Editor_Selection` refactored
* xrRender: Blenders: `default_aref` refactored
* xrRender: Blenders: `Default` refactored
* xrRender: Blenders: unused palette removed
* xrRender: Blenders: generic `SampledImage`
* xrRender: Blenders: generic pass Begin/End clause
* xrRender: HW: added caps for fixed PL and combined images
* xrRender_R2/R3/R4: but assign a texture only if it is null
* xrRender_R2: fixed wrong specified shader when checking new shadow cascades support
* xrRender_R2/R3/R4: moved texture assign to initialization stage. Shaders are not always use index 0 for s_smap, so I made a dynamic resolve.
* xrRender_R4/r4_rendetarget_mark_msaa_edges.cpp: marked resource leak as fixed
* xrRender: Returned rt_Generic order from Clear Sky Enabled MSAA in main menu Fixed confusion with rt_Generic targets on R3/R4 introduced in https://github.com/OpenXRay/xray-16/commit/0bb2fb0afd59af9be84e85b32e4f4e81ede21b4f
* xrRenderGL/glSH_RT.cpp: fixed typo
* xrRender_R3/R4/GL: encapsulated rendertarget resolve into CRT
* xrRender/ResourceManager: move ShaderElement instead of copying it while creating a shader
* xrRender: Reduced memory usage by moving unused blenders to the stack
* xrRender_GL: removed rt_secondVP leftovers
* xrRender_R3/R4/GL: Reduced branching with rt_Generic_0_r/*_1_r
* xrRender_R3/R4/GL: Reduced branching with rt_MSAADepth and basic depth
-------------------------------------------------------------------
Sat Jul 11 17:39:40 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update description
-------------------------------------------------------------------
Mon May 25 08:08:49 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Initial package, version 0.0.558+git.20200521
- Add patch:
* openxray-workaround-spurious-gcc8-warnings.patch