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  #11  
Old 01-19-2012, 06:13 PM
PixelEngineer
Sarnak
 
Join Date: May 2011
Posts: 96
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Revision 27

Changelog:
- Fixed a name length bug in the 0x03 fragment.
- Texture animation is now supported - still have to work on global timing
- Fixed up the 0x04 fragment issues. Figured out an unknown value in that fragment as well. Turns out it is animation delay, the number of milliseconds before the animated textures switches to the next texture.
- Finally fixed a weird texturing issue involving a NULL texture. For things like invisible wall, the polygons are still in the BSP tree (for collision). They do still have a texture reference but it points to a null value. This one was a pain to debug.
- Fixed a number of specific zone crash issues - some still remain, i.e. 'qeynos'

Known issues:
- Crash on texture load with some zones - have to look into this after the weekend.
- Animated textures do not always update at the same time.
- Some animated textures (waterfalls) flow the wrong way
- Oasis fails to load - stops on loading the file "canwall1.bmp" as it does not exist in the archive. canwall1a.bmp does however. I assume this is a fault on the
developer's end.
- Code base is still a huge mess. Bear with me while I slowly eliminate old functions that are not needed and rewrite certain fragment functions.
- Rendering seems to "freeze" when you go out of a leaf (travel back into a leaf and the frame will refresh). It hasn't actually froze but I disabled the whole zone rendering function until I finish the new rendering.

Goals for next commit:
- Texture crash fix
- Global texture animation timing
- Transparency and semi transparency with rendering (have to rewrite rendering function...again)
- Loading zone variables (sky/fog color/clip plane)
- Ambient light
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