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Rend2 unified wip #56
Commits on Oct 10, 2023
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Add OpenJO build to GitHub actions (JACoders#1173)
* pipeline: add OpenJO builds, fix up some context usage and normalise cmake options * fix typo on macOS OpenJO archive step * parallelise builds, split OpenJO steps on windows * looks like the python shell is v2 with no f-strings * alternative per-platform methods for obtaining the processor count * enable JK2 in cmake's InstallConfig module so we get runtime libs...and strip them from the official release anyway :') * Add UseInternalLibs cmake option to default all libs to internal * remove unnecessary game path from create-latest step * allow changes to CMake project files to trigger builds
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Commits on Oct 16, 2023
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Commits on Nov 11, 2023
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Merge pull request JACoders#1186 from JACoders/xycaleth-patch-1
Fix memory leak
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Commits on Nov 22, 2023
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Update Dockerfile (JACoders#1191)
Fix dockerfile by not building Rend2 engine
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Unix: copy path into a static variable to work on in Sys_Basename and…
… Sys_Dirname. This prevents overwriting argv[0]. (JACoders#1183)
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Commits on Dec 12, 2023
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[vanilla] LS_NONE -> LS_LSNONE
Theres a define in MP that clashes, so it was renamed in MP. Apply this to vanilla too. Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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q_shared.h defines "int COM_GetCurrentParseLine( void )" q_shared.cpp implemented "int COM_GetCurrentParseLine( int index )" Fixed now, so function can actually be used. Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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Adding mdr structs, one more texture compression algorithm, some zone tags, and SkipBracedSection function Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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Cleaned up alot of noise. Code formating will happen in another commit. All work based on: https://github.com/AntiAnti/OpenJK Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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[MP] Get rid of _skinSurface_t
Chose the SP variant of this to get rid of the void pointer in the struct, so potentially less casting.
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[Rend2] Fix cg_showtris depthtest
cg_showtris 1 shouldnt use depth culling. Had overseen this before.
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[rend2] make sp renderer use the shared rend2 files
ifdefed sp / mp differences
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Fix incorrect texture coordnates
The saber marks in SP use some additional scaling and there's some missing parts still. Also fixed incorrect ifdeffed if else constructs.
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Added working IsShaking Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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[rend2-sp] Fix broken endscreen yavin2
Because there's a skyportal in this map, it always culled all the ui elements because they aren't sky surfaces.
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[rend2] Add md3 animations back, just CPU for now
Need to implement gpu vertex animations, but use the cpu fallback solution for now.
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[rend2-sp] Fix ghoul2 saber marks
Its drawing at least. Potentially missing extra SP features.
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[rend2-sp] Enabling additional sp g2 gore features
I have no idea what this does. Can't find a difference visually myself.
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[rend2] Init Uniforms for the splashScreenShader
so we can use Free on the program without checking if everything has been allocated.
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[rend2-sp] Fix fog assignments
taspir2 and yavin_swamp now look correct too.
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[rend2] Fix depth writes for shaders with blendFunc & sort opaque
Dont do that. GLS_DSTBLEND_BITS & GLS_SRCBLEND_BITS should be 0 for opaque objects that can write depth.
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[rend2] Load weather images as SRGB in hdr lighting conditions
Also fixes depth lookup for weather surfaces that have no downwards velocity because we wont divide by zero anymore.
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[SP/MP] Match most of tr_types.h
Flags and structs should match perfectly now. Also removes some miniRefEntity structs from MP that aren't used and are also made useless already. So, just some cleanup in this regard.
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[rend2] Fix compile after rebase
Rebase obviously couldnt apply this change automatically, see: JACoders@e8454e3
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Commits on Jan 2, 2024
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Commits on Feb 16, 2024
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Commits on Feb 18, 2024
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and some additional cleanup. Makes the entity ubo struct smaller, which is good. I unintentionally broke portal alphaGen when I rewrote the scene handling. u_LocalViewOrigin is not correct in any case anymore, because we can have the same entity in multiple views but we only upload one entity representation now. So we compute the needed vectors in the shaders in worldspace insted of localspace now.
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