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12 changes: 5 additions & 7 deletions .github/workflows/ci.yml
Original file line number Diff line number Diff line change
Expand Up @@ -28,30 +28,28 @@ jobs:

- name: Install packages
run: |
dpkg --add-architecture i386
apt-get update
DEBIAN_FRONTEND=noninteractive apt-get install -y --no-install-recommends \
g++-mingw-w64-i686-posix ninja-build wine32 wine cmake ca-certificates
g++-mingw-w64-i686-posix ninja-build cmake ca-certificates

- name: Create a build environment
run: cmake -E make_directory ./build

# Shaders would need Wine + vkd3d, which crashes on some of them; the packfile ships from the MSVC job
- name: Configure CMake
working-directory: ./build
run: |
cmake .. \
-G Ninja \
-D ALPINE_BUILD_PACKFILE=OFF \
-D CMAKE_C_COMPILER_LAUNCHER=sccache \
-D CMAKE_CXX_COMPILER_LAUNCHER=sccache \
-D CMAKE_BUILD_TYPE=$BUILD_TYPE \
-D CMAKE_TOOLCHAIN_FILE=../cmake/mingw-ubuntu.cmake

- name: Build
working-directory: ./build
run: |
export WINEPREFIX=$GITHUB_WORKSPACE/.wine
mkdir -p $WINEPREFIX
cmake --build . -j $(nproc)
run: cmake --build . -j $(nproc)

- name: Stage artifacts
shell: bash
Expand All @@ -60,7 +58,7 @@ jobs:
out="$GITHUB_WORKSPACE/dist/gnu"
mkdir -p "$out"

want=(AlpineFaction.dll AlpineEditor.dll AlpineFactionLauncher.exe CrashHandler.exe d3d8to9.dll alpinefaction.vpp)
want=(AlpineFaction.dll AlpineEditor.dll AlpineFactionLauncher.exe CrashHandler.exe d3d8to9.dll)

for f in "${want[@]}"; do
src="$(find "$GITHUB_WORKSPACE/build" -type f -name "$f" -print -quit || true)"
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2 changes: 2 additions & 0 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,8 @@ set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake")

set(CMAKE_EXPORT_COMPILE_COMMANDS ON)

option(ALPINE_BUILD_PACKFILE "Compile the shaders and build alpinefaction.vpp" ON)

# Set our target version to Windows 7.
add_compile_definitions(
_WIN32_WINNT=0x0601
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3 changes: 3 additions & 0 deletions docs/BUILDING.md
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,9 @@ cd build
cmake .. -DCMAKE_TOOLCHAIN_FILE=../cmake/mingw-ubuntu.cmake -DCMAKE_BUILD_TYPE=Release
```

Compiling the shaders and `alpinefaction.vpp` runs the shader compiler under Wine (vkd3d-shader). Add
`-DALPINE_BUILD_PACKFILE=OFF` to skip them and build only the binaries; take `alpinefaction.vpp` from a Windows build.

Start build:

```
Expand Down
14 changes: 14 additions & 0 deletions docs/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -121,6 +121,18 @@ Version 1.5.0 (Trillium): Not yet released
- Add `Select All`, `Fit UVs` and `Auto Unwrap`, and a `Color each face` option to the level editor `UV Unwrap` window
- Add 256 x 256 and 512 x 512 thumbnail sizes and a `Format` filter to the level editor texture browser, make it resizable and scroll it with the mouse wheel
- Draw the sky in the level editor's `Render Everything` mode when `Draw Sky` is on, as the portal render modes do
- Improve particle handling and performance:
- Stop simulating level-placed decorative particle emitters while they are out of view (`cl_particlecull`)
- Step particles at a fixed rate (`cl_particlefixedstep`, `cl_particlerate`)
- Test distant particles for world collision less often (`cl_particlecollidelod`)
- Raise the particle pool size to 8192 (`cl_particlepoolsize`)
- Raise the particle emitter limit from 128 to 8192
- Render particles, plankton, rain and snow on the GPU with instancing, and simulate rain and snow motion on the GPU (Direct3D 11 renderer only), toggleable with `dbg_particlegpu`
- Add `dbg_particles` overlay and `dbg_particles_log` to measure particle performance, and `dbg_particlewarmup` to toggle replaying a hidden particle emitter when it comes back into view
- Raise the pitch of hit sounds as consecutive hits land, toggleable with `cl_hitsounds_streakpitch`
- Raise the limit of simultaneously playing sounds from 64 to 127
- Ejected shell casings now bounce off the level and play their impact sounds instead of falling through it, toggleable with `cl_shellcollide`, and last 2 seconds by default, adjustable with `cl_shelllifetime`
- Add `cl_shellcasings` and `cl_magazines` to toggle ejected shell casings and magazines
- Add `$Looping Sound` `mapname_info.tbl` option to make custom sound files loop
- Make the `Looping` checkbox on `Play_Sound` and `Music_Start` events work (RFL v306+)
- Allow `sv_gametype` (`gt`) to start a local game on a level in a chosen game type
Expand Down Expand Up @@ -261,6 +273,8 @@ Version 1.5.0 (Trillium): Not yet released
- Fix the `Material` filter in the level editor texture browser not working properly
- Fix a very long `Name` filter in the level editor texture browser corrupting the editor's memory
- Fix the level editor `UV Unwrap` window selecting vertices when a mouse button pressed outside its view is released over it
- Fix spectate control hints overlapping the team scores in Wipeout
- Fix long key names in spectate control hints running off the left edge of the screen
- Fix listen server hosts only seeing automated server messages in the console instead of in chat
- Fix music not starting while the music volume is muted or very low

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6 changes: 6 additions & 0 deletions game_patch/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -80,6 +80,8 @@ set(SRCS
graphics/d3d11/gr_d3d11_texture.h
graphics/d3d11/gr_d3d11_dynamic_geometry.cpp
graphics/d3d11/gr_d3d11_dynamic_geometry.h
graphics/d3d11/gr_d3d11_particle.cpp
graphics/d3d11/gr_d3d11_particle.h
graphics/d3d11/gr_d3d11_context.cpp
graphics/d3d11/gr_d3d11_context.h
graphics/d3d11/gr_d3d11_shader.cpp
Expand Down Expand Up @@ -196,6 +198,8 @@ set(SRCS
multi/vehicles/vehicle_markers.cpp
multi/vehicles/vehicle_tracers.h
multi/vehicles/vehicle_tracers.cpp
multi/vehicles/vehicle_fx.cpp
multi/vehicles/vehicle_fx.h
multi/vehicles/vehicle_horn.h
multi/vehicles/vehicle_horn.cpp
multi/vehicles/vehicle_physics.h
Expand Down Expand Up @@ -348,6 +352,8 @@ set(SRCS
object/mover.cpp
object/monitor.cpp
object/particle.cpp
object/particle_sim.cpp
object/particle_sim.h
object/obj_light.cpp
object/obj_collision.cpp
object/obj_collision.h
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