Do you believe it? We’ve hit 40 alpha releases! That’s a lot of monthly alpha releases.
Fortunately for us, we’re not that far from the long-awaited beta. We’ve already hit our map quota, we’re almost done with models, and our coding projects are approaching fruition. It wouldn’t be a long shot to say that we could realistically hit beta by our 50th release, or possibly beforehand.
As for this release, we have a new renderer effect, a new model, and the usual assortment of bug fixes and code cleanup. The new effect is screen-space ambient occlusion, or SSAO for short. It’s a bit resource-intensive at the moment so it’s off by default, but you can enable it in the options menu. The effect provides enhanced shading for every model, and even provides a subtle effect to maps as well. As for the new model, it’s the barricade, visible on the release shot next to the overmind. Have fun shooting it!
Commit log
f299b1c Add initial implementation of Vector class
a90bac0 Put vector in the Math namespace, add VecX to the prelude
55d7ab2 Add Data() method to vectors that exposes the internal data.
bd25e62 Allow mutating a vector through non-const Data and operator[]
212348d Fix compound assignment operators for vectors
03ad4c7 Fix some overly complicated logic and make it clear when we have reverted back successfully to built-in shaders because of errors with external ones.
46c3eb9 Small suggestions. Should be no functional change.
5650768 Remove comment stripping as no longer required. Remember to get latest shaders.cpp and /unvanquished/main/glsl folder when getting this commit.
0fab68a Fix a regression I made where missing binary shader file causes an exception where it shouldn’t.
34612f8 Fix syntax of prior commit and a few warnings.
80cbaa8 Fix potential bug in zip file reading. If there’s an read error we can have valid data read to < length and we don't want to return random chunk.
Yes!
Nice! We’re near beta. I can’t wait for it.