updated
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@391 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -1,4 +1,10 @@
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0.2:
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0.2:
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- Fixed planet stuff when leaving surface with lander, from PhracturedBlue
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- RotatePlanet now holds GraphicsSem a shorter time, from PhracturedBlue
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- Added proper mutex usage to 3do_getbody.c, from PhracturedBlue
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- Scan uses now additive blit instead of transparency, from PhracturedBlue
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- Loading game saved while in orbit fixed (bg correct), from PhracturedBlue
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- Changed SDL_Delay to SleepThread in TFB_FlushGraphics
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- Rendering thread now broadcasts to a condition variable, stopping most
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- Rendering thread now broadcasts to a condition variable, stopping most
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of the problems we were having where a fast thread spams the DCQ with
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of the problems we were having where a fast thread spams the DCQ with
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too many requests to handle in a timely manner
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too many requests to handle in a timely manner
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@@ -80,10 +80,6 @@ Glitches (don't crash the game, medium priority):
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selecting a destination, crashes
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selecting a destination, crashes
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- Under some conditions, the direction the ship is facing in Hyperspace
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- Under some conditions, the direction the ship is facing in Hyperspace
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isn't restored when loading.
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isn't restored when loading.
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- When exiting from planet surface with lander, the 3d planet isn't updated
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for a little moment which causes black track on planet to be seen
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- Or, perhaps more probably, the background image isn't drawn properly
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(and thus the planet there is some old buffer remains for that moment)
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- Moving crosshair in planet screen leaves a light trace to the image
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- Moving crosshair in planet screen leaves a light trace to the image
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in OpenGL mode (SDL surface format conversion problem)
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in OpenGL mode (SDL surface format conversion problem)
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- You seem to be able to do certain things before you're supposed to
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- You seem to be able to do certain things before you're supposed to
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@@ -92,7 +88,6 @@ Glitches (don't crash the game, medium priority):
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- This always happens, regardless of game state. This is a bug in
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- This always happens, regardless of game state. This is a bug in
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both predecessors as well.
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both predecessors as well.
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Probably the negative shift for GET_STATE and SET_STATE
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Probably the negative shift for GET_STATE and SET_STATE
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- comm.c color transform speed is too fast when compared to PC version
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Implementation bugs (low priority):
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Implementation bugs (low priority):
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- Scaling code problems:
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- Scaling code problems:
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@@ -104,12 +99,11 @@ Implementation bugs (low priority):
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- 3D planet view when entering orbit is now done, but there's some things
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- 3D planet view when entering orbit is now done, but there's some things
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which could make it look nicer, like better lighting, better slave shield
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which could make it look nicer, like better lighting, better slave shield
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and removing occasional pops/discontinuities
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and removing occasional pops/discontinuities
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- Rotation and zooming isn't now as smooth as before after condition
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variable DCQ patch
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- DrawCommandQueue is gratuitously dynamically allocated, should be static
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- DrawCommandQueue is gratuitously dynamically allocated, should be static
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- Lines and colouring of planet surface display when scanning are now done,
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- Transitions (crossfades) aren't perhaps correctly done always, syncing
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but seem to be little different (darker) than in 3do lander videoclip.
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might be wrong etc.
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And is the speed correct?
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- Transitions aren't synced always; there should be a way to ensure everything
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so far queued is drawn before the transition starts
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Stuff still to do (large):
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Stuff still to do (large):
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- add a Key Jamming program
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- add a Key Jamming program
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