Cherry-picking improvements from Gardens of Kadesh
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6391f18de1c5ec83fe1b8cd5c53ca30807b7e6f1: Ignore checksum mismatch for music files
When and why would I have checksum mismatches in music files? -
49d20df3c980c23b556e7b9e6b8f52fba5656f20: Force clouds to always render at highest LOD
Can already be forced in-game with theFull Detail
video option. -
53ffd095664dce56c1d543801282ca9fbd95e1b3: Properly use mip mapping for all texreg textures
I don't know what that does or how to test it -
727dca90fb371a9e181a7a5a426ae42d133a3666: Better render distance for ships and resources -
9a826a331982030c5060fb6c12774f67a8b27c36: Handle weird invalid pointers
More a workaround than a fix, and not easy to pick without conflicts. Skip. I'll wait for a proper fix -
07f8c200e3b019117210c2c8814c901ffee41535: Don't use GL_OES_draw_texture
There is a glCheckExtension for it... If that's not supported then it will be automatically disabled, wouldn't it? -
14fbc4696990b4363ddb0661639b0495751bcc28: Decrease tutorial pointer pulse rate (univ update rate) -
d80bb5b20df32516a0400fa40d906cd621feb880: Fix null pointer access (fixup: a0d57e18fc487821cab411f17a827f8595c41e6b) -
42583938a5704edd99f421426999182d2943d79f: Increse BTG dithering range to improve visual quality -
b57671589a707b835f6a89526c5d7e5d1ee201b6: Reenable NIS playback at higher universe update rate (univ update rate) -
bca02d9618c09e6f52ac0718c1ec72c96a2d5f1c: Fix nebulae rendering and animation (univ update rate) -
53c459ba75a5cd6993a8a658c87c71def54c2f8f: Half the strength of the non-linear inverse perspective scaling (N-LIPS) now also for engine trails (n-lips) -
b5173fd76ada8d09797b5c9037406fefd308be0f: Add resolution change support to plugscreen system -
7d988b17bfc340b87800780bd5a457d29513588d: Increase task timer precision to get correct universe update timing (univ up rate) -
7c7313f244d81c44bb76f5a7288c9c269bb9c507: Fix skirmish ressource injection update rate (univ up rate) -
12aec739a051383a29bbb61b897851fd6223ac53: Initial webassembly port commit (should be split up later) -
a0d57e18fc487821cab411f17a827f8595c41e6b: Remove weird artifact appearing at very high rendering resolutions
How do I test this? -
3b53cbc9002534d4bc3b1fea798593626d5f5df3: Make NIS animations play at originally intended speed (univ up rate) -
41b5d334f9db8febfdc016e7bb39d2a7cb9a15f0: Fix increased universe update rate issues with build speed and hyperjump animation (univ up rate) -
cb2b8065500f61b17ed05358581fbd7e141755f0: Actually correct BTG dithering :) (rendering) -
0eb298a35a50a8f5de5c25d3afd10b989f2e74f2: Limit task execution and frame rendering to 240fps (based on task timer max resolution)
I'm not that comfortable with that SDL_Delay(1). I'm worried it could introduce spurious hard to debug stuttering. -
5e11ed49267d4435ef8ad367a7b1d1f01fa6a9f1: Disable VSYNC and remove unecessary delay in framebuffer swap
VSYNC is a feature, I don't see why I would want to have more frames drawn than what my monitor can handle :) (Could it be vsync isn't supported in with WebGL?) -
faa98480df02d958f47b1fa2aee8152f3b96cff9: Fix: we need to check for bullet collisions on every tick to ensure no hits are missed. But ion beam damage is applied (univ up rate) -
50ce004aa8c9d7b42f6a3abdd5f29c832f321e6b: Fix: initialize ion beam effect with length zero (univ up rate) -
67797dce4854cc5b17b481d730a953477f3fef4d: Fix: fixup more systems relying on the hardcoded update rate (univ up rate) -
c1f0e591e8c9e9cf790c9592b8b32d35b755ac27: Fix: switch to integer multiple of original update rate and fix up various systems (univ up rate) -
42f9e50769d42a5301e800c3453761e629f9d17a: Fix: correct Trail decay and build up rate (univ up rate) -
6c95ab63f3191ebc146545878fe5a01f02709bc9: Fix: correct Trails with changed universe update rate (univ up rate) -
2de064f46d8a9271c60741c96bbb4ad2db9e7efd: Fix: Trails need to have corrected granularity with higher universe update rate (univ up rate) -
56b5ea4f153b3286d0197233fc2f83b14bc83c6a: Bump universe update rate from 15 to 60 fps (univ up rate) -
e8aee6707c6c796d1d0b4b21d9954ebbafc0ec3e: Aleviate color banding with fragment shader based dithering (btg dithering) -
6b78e69ad5c2db3a045b6cabb2d2103c8b430898: Decrease the automagic forced perspective scaling to work better with higher resolutions (n-lips) -
979e3b74b5a71eeab54cc5774c427a0eef357707: Enable 8x MSAA
What does that do? -
ee90d87da2a0cea5ae3e10a8db1453d85b7b2897: Fix bad UI rendering issue
How/Where can I see this? -
edba244822401a1e7689fff2282a6b9484251702: refactor(game): #22 ren attr name (missile corvette) -
5fec1d459ab163141bfd1fdb50c735e3a02bb2e0: fix(ships): #4 (closed) add p1mcrv batlchat (missile corvette) -
a971119fa224b816fe09997e502332dc0732f918: fix(game): #4 (closed) add p1mcrv to specatk mousecmd (missile corvette) -
a22530c47582eaebeb732f5861993be9264fb6a8: refactor(game): #3 ind ammo on game start (missile corvette) -
08e904fb04825599e3eb8ed3a923eb9acf21e3fb: fix(game): #3 cnt P1MissileCorvette ammo (missile corvette)