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There's this one as well: #95 |
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TODO:
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Engine 861 released. Changes made to the engine after this release, should go after this comment. |
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Engine 902 released. Changes made to the engine after this release, should go after this comment. |
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cc @Svalorzen |
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Engine 941 released. Changes made to the engine after this release, should go after this comment. |
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Engine 1354 released. Changes made to the engine after this release, should go after this comment. |
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Engine 1544 released. Changes made to the engine after this release, should go after this comment. |
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pr-downloader:
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with
in shaders unless you want to support skinning, in which case you also need to do (FIXME, do what).
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pr-downloader:
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https://github.com/beyond-all-reason/spring/releases/tag/spring_bar_%7BBAR105%7D105.1.1-1775-g441af87 is released |
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NOTE 1: this changelog has been written on the fly so some entries might be obsoleted later
NOTE 2: the running changelog since the last version is at https://beyond-all-reason.github.io/spring/changelogs/running-changelog
In general, changelogs are now available at https://beyond-all-reason.github.io/spring/changelogs
WIP changelog for BAR105 branch
== Misc ==
/endGraph 2
to bring the player back to the menu (1 still quits)math.random()
now correctly accepts arguments when parsing defswupget:GameProgress
interval 10 → 5 secondstreetype0
totreetype15
features with a model and some customparamsSpring.GetGroundExtremes
would return 100 -> 100 -> 110 -> 110)nil
as the first arg toSpring.SetCameraState
Spring.{Add,Get,Remove}Grass
now works even if grass rendering is disabled (also fixes desync)Spring.AddGrass
now has a 3rd param, grass intensity (returned byGet
; putting 0 equivalent to usingRemove
)Feature_getResurrectDef
andFeature_getBuildingFacing
spherical
param toGet{Friendly,Enemy,Neutral,}{Units,Features}{In,}
Spring.SetWMIcon
new 2nd arg, boolforce
: ignores the 32x32 icon restriction on WindowsSpring.GetKeyBindings
to return all keybindingsABab
, in othersAaBb
)Spring.SpawnExplosion
works insideProjectile{Created,Destroyed}
and no longer crashes on some valid dataSpring.{Set,Get}UnitBuildParams(unitID, "buildDistance"/"buildRange3D", valueToSet)
about unit build range (number) and whether it's spherical (bool)/setSpeed x
to set game speed directly, still obeys min/max== TKPFS ==
== Radar icons stuff ==
UnitIconsAsUI
and an ingame/iconsAsUI
command (all below have a/command
variant without the "Unit"). Set to 1 to make radar icons behave like UI elements instead of in-world objects (e.g. no obscuring by terrain, distance fog, blurring or reflection in the water etc. FIXME: some other important effects? different relationships with DrawFoo lua callins?)UnitIconScaleUI
. Scaling for the aboveUnitIconsHideWithUI
. Whether icons get hidden via F5.UnitIconFadeStart
andUnitIconFadeVanish
, for making icons fade smoothly (FIXME: how does this interact with /disticon? override, both apply independently?)== GL Texture Atlases ==
gl.CreateTextureAtlas(number x, number y, number? allocType, string? atlasName) -> string texName
.x
andy
have to be between 256 and the value of the (FIXME: new?) springsettingMaxTextureAtlasSizeX
(Y respectively).allocType
is a number between 0 and (FIXME), defaults to 0 if not specified, the meanings are (FIXME).atlasName
is an optional name for the atlas, defaults to (FIXME).gl.FinalizeTextureAtlas(string id) -> bool success
. FIXME: is this ID the same as texName above? the atlasName? different?gl.DeleteTextureAtlas(string id) -> bool success
.gl.AddAtlasTexture(string id, string luaTex, string? subAtlasTexName)
. Adds textureluaTexStr
to sub-atlassubAtlasTextureName
(defaulting to same name asluaTex
if not specified) of atlasid
. (FIXME: describe sub-atlases) The lua tex has to be a regular 2D RGBA/UNORM texture. DDS textures can also be put into the atlas.gl.GetAtlasTexture(string texName, string luaTex) -> (number s, number p, number t, number q)
. Query an atlas texture for the UV coordinates (minU, maxU, minV, maxV) of a texture saved with AddAtlasTexture== Particles ==
/softParticles
toggle andSoftParticles
springsetting to make particles (esp. groundflashes) clipping into the ground fade a bit instead of having a jagged edgeSpring.SetNanoProjectileParams(r, v, a, randR, randV, randA)
. All params are numbers, and default to 0 when not given. The first three are starting rotation in deg, rotation speed in deg/s, and rotation acceleration in des/s^2. The other three are the same but multiplied with a random (-1; +1) before being added to the former (rolled once per particle at the start of its lifetime) and the appopriateGet
(FIXME: theres rotation but no speed? that's the more important part)/drawOrderParticles
command which makes particles obey draw order, supplied in CEG definition under thedrawOrder
keyrotParams
key toCSimpleParticleSystem
andCBitmapMuzzleFlame
CEGs, a vector of 3 floats: rotation speed, rotation acceleration, starting rotation, in degrees per second ^1/^2/^0 respectively (FIXME: looks like american timestamps, why isn't it start/speed/accel or accel/speed/start? the starting value probably doesnt matter so it makes sense though)smokeTrailCastShadow
, numbersmokePeriod
(default 8), numbersmokeTime
(default 60), numbersmokeSize
(default 7), and numbersmokeColor
(default 0.7, single value for all three RGB channels tint) to things with smoke trails (FIXME: just missile and starburst? do torpedoes count for bubble trails?)castShadow
, for the projectile itself (FIXME: only missiles too? does it work with say cannons that use a model?)== shaders, VAO, GL4 and other advanced graphics stuff ==
gl.GetVAO
which returns an object with a bunch of methods (FIXME: link to some wiki with a list and descriptions, ideally also examples)gl.GetVBO
(FIXME: ditto)Spring.GetSelectedUnitsCount
to the shader container (use case: F2 pathmap replacement)Platform.glHave{AMD,NVidia,Intel,GLSL,GL4}
boolsPlatform.glSupport24bitDepthBuffer
and addPlatform.glSupportDepthBufferBitDepth
instead (FIXME: any neat usage examples, probably from some bar widget?)gl.{Unit,Feature}{,Shape}GL4
temporary functionsGL
:LINE_STRIP_ADJACENCY
,LINES_ADJACENCY
,TRIANGLE_STRIP_ADJACENCY
,TRIANGLES_ADJACENCY
,PATCHES
(FIXME: for VAO?)GL
:[UNSINGED_]BYTE
,[UNSINGED_]SHORT
,[UNSINGED_]INT[_VEC4]
,FLOAT[_VEC4]
,FLOAT_MAT4
GL
:ELEMENT_ARRAY_BUFFER
,ARRAY_BUFFER
,UNIFORM_BUFFER
,SHADER_STORAGE_BUFFER
GL
:READ_ONLY
,WRITE_ONLY
,READ_WRITE
RGBA32
etc) toGL
(FIXME: wiki link probably? also for the above too i guess)GL
(FIXME: ditto)== general rendering-adjacent stuff ==
Spring.{Set,Get}{Unit,Feature}AlwaysUpdateMatrix
which makes the unit "always update matrix" (FIXME: what does that mean, what matrix? when to use this?)/reloadTextures [lua, smf, s3o, ceg]
to reload textures, all groups if none specified. (FIXME: any groups not contained here?)gl.GetFixedState
that returns a shitton of various GL constants and tables (FIXME: it does a lot, document here? probably link to wiki. maybe returning 5-element tables is also bad and should be done on the stack?)DeprecatedGLWarnLevel
springsetting default value 2 → 0 (to reduce spam)gl.AlphaToCoverage(bool enable, bool? force) -> nil
, defined only ifGLEW_ARB_multisample
is supported by the platform, and otherwise the func itself is nil;force
makes it apply even if MSAA level is under 4 (FIXME: what does that mean, what are the practical effects of setting it for msaa 3 or less?)gl.ClipDistance(number clipID, bool enabled) -> nil
,clipID
is 1 or 2 (FIXME: what does either of those numbers mean?)TextureMemPoolSize
springsetting default value 256 → 512 MBwindSpeed
toSpring.{Get,Set}WaterParams
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