erm
that's why it was made a rapid module?
Search found 2347 matches
- 19 Jul 2015, 23:01
- Forum: Feature Requests
- Topic: Make LUPS and CustomUnitShader Framework part of the engine?
- Replies: 4
- Views: 1386
- 17 Jul 2015, 05:06
- Forum: News
- Topic: Spring 100.0 Released
- Replies: 17
- Views: 17064
Re: Spring 100.0 Released
By removing most std::map, std::list & std::set from rendering code.Super Mario wrote:"MASSIVE speedup in lategame rendering (cutting rendertime upto 1.5-3 times!)"
What exactly have you done to achieve this? Did you guys did an overall parts of the engine?
- 09 Jul 2015, 17:43
- Forum: Off Topic Discussion
- Topic: Ha! Halting mantle suck it!
- Replies: 8
- Views: 1476
Re: Ha! Halting mantle suck it!
Truth is: Vulkan is Mantle. The current non-pulic drafts are 90% Mantle headers, which are now cleaned up & improved by all other contributes. Giving the other vendors the chance to adjust the API to better reflect all hw and not just AMD ones. Never the less Vulkan/Mantle is a monster in code s...
- 05 Jul 2015, 16:38
- Forum: News
- Topic: Spring 99.0 released!
- Replies: 65
- Views: 36900
- 11 Jun 2015, 13:01
- Forum: Engine
- Topic: removing/adding unitdef tags vs callins
- Replies: 17
- Views: 3664
Re: miscellaneous aircraft-related improvements
As a rule, run-time configurable behavior is better than load-time configurable behavior. This is what you should have been told too, and if you weren't that would be an omission on the part of the reviewer(s). Wrong. Rules are: 1. Can I remove/merge tags? 2. Can I replace rarely used tags with lua...
- 29 May 2015, 01:18
- Forum: Lobby Clients & Server
- Topic: LobbyProtocol: when is gamehash sent to client?
- Replies: 4
- Views: 1288
Re: LobbyProtocol: when is gamehash sent to client?
I don't understand your `question` Never the less, afaik the original implementation only know 1 hash (result of game + map hash) all splittings of those in the lobby protocol were added later. So all bogus stuff comes from that (instead of cleanly implementing an arbitrary data interface, ppl glued...
- 15 May 2015, 17:08
- Forum: Infrastructure Development
- Topic: Updating Mediawiki / Using default mediawiki template
- Replies: 36
- Views: 8658
Re: Updating Mediawiki / Using default mediawiki template
THEN DON'T DO IT ok, then shutdown the wiki because of security holes? or will someone else update it? 1. It was FORB, AF & YOU who wanted to switch to wordpress which is a security hole itself! 2. When longterm support runs out for a version, it means they will stop porting back security bugfi...
- 15 May 2015, 14:26
- Forum: Infrastructure Development
- Topic: Updating Mediawiki / Using default mediawiki template
- Replies: 36
- Views: 8658
Re: Updating Mediawiki / Using default mediawiki template
THEN DON'T DO ITabma wrote:I don't have the time/knowledge to fix/update the template after the upgrade.
I am pissed this website regresses more and more just cause people who never contributed to the website mean they have to `upgrade` stuff and then are to lazy to reintergrate the old themes.
- 09 May 2015, 15:39
- Forum: Off Topic Discussion
- Topic: Serious pathing problems, clumping, units not obeying orders
- Replies: 4
- Views: 3146
Re: Serious pathing problems, clumping, units not obeying orders
they clump up -> checked!
they run in lines -> checked!
"they are in the rocks!" -> checked!
you have to count them afterwards -> checked!
they run in lines -> checked!
"they are in the rocks!" -> checked!
you have to count them afterwards -> checked!
- 04 May 2015, 08:07
- Forum: Engine
- Topic: develop/release branch
- Replies: 5
- Views: 1484
Re: Engine Testing - 99.0-RC4
You were the one against `release` branches unstable / not working stuff always went into branches... if the development branch is broken, other devs can't continue their work! regardingless of that: the release branch was abandoned because it wasn't used probably and the releaser had to fix merge ...
- 03 May 2015, 22:29
- Forum: Engine
- Topic: develop/release branch
- Replies: 5
- Views: 1484
Re: Engine Testing - 99.0-RC4
You were the one against `release` branchesabma wrote:then please use a branch next time. the develop branch should be always in a releaseable state.jK wrote:could you please limit this thread to RC4, the latest weapon commits aren't finished yet ...
- 03 May 2015, 22:14
- Forum: Engine
- Topic: Engine Testing - 99.0-RC4
- Replies: 20
- Views: 4511
Re: Engine Testing - 99.0-RC4
could you please limit this thread to RC4, the latest weapon commits aren't finished yet ...
Split out engine devs discussion of development/release branches to here viewtopic.php?f=12&t=33451. (Silentwings)
Split out engine devs discussion of development/release branches to here viewtopic.php?f=12&t=33451. (Silentwings)
- 29 Apr 2015, 22:30
- Forum: Lua Scripts
- Topic: Optimizing LuaGL
- Replies: 8
- Views: 2044
Re: Optimizing LuaGL
recreating dlist every frame doesn't give any speedup. On ATIs it's even a massive lag reason.
- 29 Apr 2015, 11:05
- Forum: General Discussion
- Topic: Keep removed tags on wiki pages?
- Replies: 12
- Views: 3430
Re: Wiki: issues + quick questions/answers
you got the source luke
- 29 Apr 2015, 10:56
- Forum: Lua Scripts
- Topic: Optimizing LuaGL
- Replies: 8
- Views: 2044
Re: Optimizing LuaGL
I'm not really sure how the whole gl.PushMatrix/gl.PopMatrix thing works google it tip #1: gl.texture is a very expensive call (doesn't matter if in dlist or not!). 99% of your calls of it can be removed by moving it in front of the loops tip #2: common coding rule: "never have more than 3-4 i...
- 29 Apr 2015, 10:51
- Forum: General Discussion
- Topic: Keep removed tags on wiki pages?
- Replies: 12
- Views: 3430
Re: Wiki: issues + quick questions/answers
it was default 0, then changed to default 1 and then the tag was removed as a whole
Cause it's not auto-generated ?Why is this even listed if it's removed?
- 23 Apr 2015, 01:28
- Forum: Map Creation
- Topic: info map overrides in mapinfo.lua
- Replies: 2
- Views: 1210
Re: info map overrides in mapinfo.lua
no, I made the most tiny commit of those:
the dds one after I saw the map made by gajop, which used a detailtex that creates distortions when zoomed out. Those can be fixed when `manually` creating the mipmaps.
the dds one after I saw the map made by gajop, which used a detailtex that creates distortions when zoomed out. Those can be fixed when `manually` creating the mipmaps.
- 20 Apr 2015, 20:34
- Forum: Ludum Dare
- Topic: Ludum Dare 32
- Replies: 124
- Views: 48104
- 15 Apr 2015, 22:04
- Forum: Lua Scripts
- Topic: Heightmap texture saving issue
- Replies: 9
- Views: 1818
Re: Heightmap texture saving issue
<_< >_> Found a way to make DevIL build a 16bit grayscale PNG commit: https://github.com/spring/spring/commit/83338372b2a2302eddbb5b25f40340c39788b71b updated widget: function widget:GetInfo() return { name = "HeightMap To PNG16", desc = "Saves current heightmap to heightmap.png"...
- 15 Apr 2015, 17:13
- Forum: Lua Scripts
- Topic: Heightmap texture saving issue
- Replies: 9
- Views: 1818
Re: Heightmap texture saving issue
@gajop seems some gl states differ in your enviroment, appended a version that explicit sets some states: function widget:GetInfo() return { name = "HeightMap To BMP32", desc = "Saves current heightmap to heightmap.bmp", author = "jK", version = "1", date = &q...