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Changelog for openxray-0.0.812+git.20201203-1.18.i586.rpm :

* Sat Dec 19 2020 mardnhAATTgmx.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 2020 mardnhAATTgmx.de- Update to version 0.0.784+git.20201031 (October 2020 Preview):
* GitHub Actions now use actions/upload-artifactAATTv2 [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 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 AATTGiperion), 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 2020 Martin Hauke - Update description
* Mon May 25 2020 Martin Hauke - Initial package, version 0.0.558+git.20200521- Add patch:
* openxray-workaround-spurious-gcc8-warnings.patch
 
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