Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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abma
Spring Developer
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Joined: 01 Jun 2009, 00:08

Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by abma »

hopefully the last test release before 86.0:

Changes since last testing release (incomplete list):
  • remove the 'toAirWeapon' WeaponDef tag (use "onlyTargetCategory = VTOL" for the same effect)
  • fix support of ENVVARS in IsolatedDir string
  • Spring.GetTeamResources: Return prev{Metal,Energy}{Sent,Received} instead of (useless?) intermediate values, Also return prev{Metal,Energy}Excess
  • remove "Start SpringSettings" + "Start the Lobby" from the test/develop menu (#2887)
  • try to really flush logfile to disk on crash (win32)
  • fix MoveCtrl.SetRelativeVelocity
  • add LuaRules callin `DrawShield(number unitID, number weaponID) --> boolean`
  • Fix mantis #2912 (Very difficult to select the unit in a factory)
  • always render under-terrain waterplane on voidwater maps
  • fix endless loop in CGround::LineGroundCol() (mantis #2910)
  • fix DivByZero in Projectile.cpp
  • make LuaUnsyncedCtrl::SendSkirmishAIMessage return a table, not N loose strings
  • unitsync: on Init() calls reload IsolatedMode & Dir via the EnvVar
  • add weaponDefID to ProjectileCreated
  • fix SMFFragProg typo (2933)
  • fix transported units being unhittable after (#2875, #2934)
  • fix SetUnitCrashing inconsistency (2924)
  • F2 view: make unpassable squares purple (better contrast), changed colors a little
  • increase color contrast when placing buildings
  • fix obscure targetting bug (2406)
  • add facing parameter to AllowUnitCreation
  • fix 'airmesh is 0 at x >= width or z >= height' (2938)
  • fix GuiHandler crash when unit has no valid selfDExplosion (2852)

full changelog since last test release

See the Testing Release Wiki page for general info about how to obtain the release, and an archive of all testing releases since the last stable one.

Bugs and issues
Report in this thread or on Mantis.
Remember to attach infolog.txt as file, if you crash!
Last edited by abma on 01 Feb 2012, 15:56, edited 1 time in total.
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Anarchid
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by Anarchid »

fix MoveCtrl.SetRelativeVelocity
It was broken? That why i couldn't get Air Raid to work for me?
abma
Spring Developer
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by abma »

Anarchid wrote:
fix MoveCtrl.SetRelativeVelocity
It was broken? That why i couldn't get Air Raid to work for me?
can't say, see https://github.com/spring/spring/commit ... d96855a071

please try with the test-version or maybe directly ask kloot.
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Beherith
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by Beherith »

Thanks for the hard work, really happy that a release is coming soon!

Bounce feature is still prevalent in wreck fields and tightly packed buildings. Windgens placed at a spacing of 2 and trees are a nightmare for units.

http://www.youtube.com/watch?v=0wHcwzW2 ... e=youtu.be

Even relatively small numbers of features with transparency cause massive fps drops: For example look at the grove in Blindside v2 at 12000:4200
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Nemo
Spring 1944 Developer
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by Nemo »

Thanks kloot, old paratroopers are back to working just like they ought, and the weird bug with permanently syncing unit velocities is fixed.

Do we need to update any gadgets that use GetTeamResources?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by FLOZi »

Anarchid wrote:
fix MoveCtrl.SetRelativeVelocity
It was broken? That why i couldn't get Air Raid to work for me?

Yes, KingRaptor was messing with AirRaid too; according to him it is fixed.
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Forboding Angel
Evolution RTS Developer
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by Forboding Angel »

Nemo wrote:Do we need to update any gadgets that use GetTeamResources?
Yeah, that change made me nervous.
Google_Frog
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by Google_Frog »

Spring.GetTeamResources change should be fine if the change was made without breaking anything else. If any other behaviour was changed I'd notice because Overdrive is tuned to the behaviour of the other callins.

If I wanted to tempt fate I'd rewrite OD using Excess instead of a 10k large hidden energy buffer.
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marciolino
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by marciolino »

Thanks a lot for the work! I will test asap.

Will the vehicles become faster again with this release? 8)
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knorke
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by knorke »

marciolino wrote:Will the vehicles become faster again with this release? 8)
you mean http://springrts.com/mantis/view.php?id=2877 ?
That is unchanged.. :?
Bounce feature is still prevalent in wreck fields and tightly packed buildings. Windgens placed at a spacing of 2 and trees are a nightmare for units.
Seems so to me as well. Units do not get thrown away but they still like to hump in this test version.
It also seems as if vehicles with turnInPlace=false do not take their turn radius into account (not sure if they ever did)
But it makes them faceplant into things alot.
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Beherith
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by Beherith »

marciolino wrote:Will the vehicles become faster again with this release? 8)
If the turninplace changes that were in 7.62 work well with new engine (less bounce) then they will be put back in to BA.
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marciolino
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by marciolino »

Beherith wrote:
marciolino wrote:Will the vehicles become faster again with this release? 8)
If the turninplace changes that were in 7.62 work well with new engine (less bounce) then they will be put back in to BA.
Awesome! I hope so.
Senna
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by Senna »

add weaponDefID to ProjectileCreated

whats this for?
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knorke
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by knorke »

the callin:
ProjectileCreated()
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Forboding Angel
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Re: Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)

Post by Forboding Angel »

no changes to depthmod? :-/
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