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Jan 9 2022
Doesn't seem to make any visible difference.
Jan 8 2022
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
smoke test passed in game and atlas. no critical change in performance was noticed (for me)
Seems slightly slower, but nothing too big.
Tested on 12 Monterey, works.
There are forgotten dependencies.
In rP26185#55224, @Freagarach wrote:DeviceCommandContext.cpp In file included from ../../../source/lib/precompiled.h:74, from ../../../source/pch/graphics/precompiled.h:18, from ../../../source/renderer/backend/gl/DeviceCommandContext.cpp:18: ../../../source/renderer/backend/gl/DeviceCommandContext.cpp: In member function ‘void Renderer::Backend::GL::CDeviceCommandContext::UploadTextureRegion(Renderer::Backend::GL::CTexture*, Renderer::Backend::Format, const void*, size_t, uint32_t, uint32_t, uint32_t, uint32_t, uint32_t, uint32_t)’: ../../../source/renderer/backend/gl/DeviceCommandContext.cpp:89:48: warning: comparison of unsigned expression in ‘>= 0’ is always true [-Wtype-limits] 89 | ENSURE(level == 0 && 0 <= layer && layer < 6); | ~~^~~~~~~~ ../../../source/lib/debug.h:295:22: note: in definition of macro ‘ENSURE’ 295 | if(!(expr))\ | ^~~~(This might have been here before.)
DeviceCommandContext.cpp In file included from ../../../source/lib/precompiled.h:74, from ../../../source/pch/graphics/precompiled.h:18, from ../../../source/renderer/backend/gl/DeviceCommandContext.cpp:18: ../../../source/renderer/backend/gl/DeviceCommandContext.cpp: In member function ‘void Renderer::Backend::GL::CDeviceCommandContext::UploadTextureRegion(Renderer::Backend::GL::CTexture*, Renderer::Backend::Format, const void*, size_t, uint32_t, uint32_t, uint32_t, uint32_t, uint32_t, uint32_t)’: ../../../source/renderer/backend/gl/DeviceCommandContext.cpp:89:48: warning: comparison of unsigned expression in ‘>= 0’ is always true [-Wtype-limits] 89 | ENSURE(level == 0 && 0 <= layer && layer < 6); | ~~^~~~~~~~ ../../../source/lib/debug.h:295:22: note: in definition of macro ‘ENSURE’ 295 | if(!(expr))\ | ^~~~
(This might have been here before.)
Jan 7 2022
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fixes notes.
Compiles with NOPCH on Linux https://jenkins.wildfiregames.com/job/docker-differential-custom/24/
Compiles on Windows.
I couldn't see any difference with alpha maps
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Yes, I forgot to mention - this is non-Windows build code-block
On Windows there seem to be a different codepath for some reason.
But we do use lseek64 instead of lseek. (Not for this code though)
Jan 6 2022
Compiles on linux with GLES and nopch.
Works on windows both debug and release, couldn't find anything obvious, doesn't mean there isn't.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
work
Fixed in rP26176.
Look like part of this change:
Developer panel -> Click on "Hier pathfinding". Crash : "dataSize == width * height * bpp"
work
In rP26143#55141, @nwtour wrote:Look like part of this changes:
Open Developer panel in-game, click "Shadow frustrum" (build with make config=release)GAME STARTED, ALL INIT COMPLETE Thread 1 "main" received signal SIGSEGV, Segmentation fault. 0x0832e2fb in ShadowMap::RenderDebugTexture (this=0x8e6417c) at ../../../source/renderer/ShadowMap.cpp:790 790 g_Renderer.BindTexture(0, m->Texture->GetHandle()); (gdb) bt #0 0x0832e2fb in ShadowMap::RenderDebugTexture (this=0x8e6417c) at ../../../source/renderer/ShadowMap.cpp:790 #1 0x08327655 in CSceneRenderer::RenderSubmissions (this=0x8e0b14c, waterScissor=...) at ../../../source/renderer/SceneRenderer.cpp:992 #2 0x0832864a in CSceneRenderer::RenderScene (this=0x8e0b14c, scene=...) at ../../../source/renderer/SceneRenderer.cpp:1248 #3 0x082bff85 in CGameView::Render (this=0x8f4e610) at ../../../source/graphics/GameView.cpp:246 #4 0x0831d14e in CRenderer::RenderFrameImpl (this=0x8e4d900, renderGUI=<optimized out>, renderLogger=<optimized out>) at ../../../source/renderer/Renderer.cpp:507 #5 0x0831d06f in CRenderer::RenderFrame (this=0x8e4d900, needsPresent=<optimized out>) at ../../../source/renderer/Renderer.cpp:479 #6 0x08073478 in Frame () at ../../../source/main.cpp:452 #7 RunGameOrAtlas (argc=argc@entry=1, argv=argv@entry=0xbffff7d4) at ../../../source/main.cpp:691 #8 0x0807064b in main (argc=1, argv=0xbffff7d4) at ../../../source/main.cpp:743
also moderator colour is kind of dark, i can imagine it will be hard to read for some people
ERROR: JavaScript error: gui/lobby/LobbyPage/Chat/ChatMessages/ChatMessageFormat.js line 25 PlayerColor.ColorPlayerName is not a function format@gui/lobby/LobbyPage/Chat/ChatMessages/ChatMessageFormat.js:25:48 onRoomMessage@gui/lobby/LobbyPage/Chat/ChatMessages/ChatMessageEvents.js:16:71 handleMessages@gui/lobby/XmppMessages.js:80:13 onTick@gui/lobby/XmppMessages.js:54:8
In D4416#188504, @Stan wrote:@nwtour can you test this?
Look like part of this changes:
Open Developer panel in-game, click "Shadow frustrum" (build with make config=release)
Jan 5 2022
Worked for me for both gles, arb, and glsl
Can barely see the difference on my intel machine.
I believe @Freagarach also should test this since I believe he has very old computer.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
@nwtour can you test this?