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Update release branch with latest commits #529
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Quiet warnings about uninitialized values.
Use vcpkg on all presets
Fix VCPKG builds in GitHub CI
This can help with CMake IDE integration and file indexing.
macOS: Make sure the netcon modules end with dylib.
Disable shipping the editor because it is not currently usable
…ations and install them to be available in our GitHub workflow artifacts. This prepares us to create crashdumps on user systems even from release builds that we will than be able to analyse on a dev machine.
…th the creation of a crashdump file aka MiniDump. Together with the matching debug symbols from the previous commit, we can analyse these crashdumps to fix the problem.
There no double to float conversion anymore, so in Windows this pragma is useless.
VECMAT: Silence "unknown pragma" warning on gcc/clang
…dumps Windows crashdumps
SetUnhandledExceptionFilter requires WINAPI macros on RecordExceptionInfo() declaration, otherwise it fails to compile on x86 arch.
During start of new game with new pilot (never played) game tries to inject to play level1.mve before training mission right in the middle of update UI frame. At same time, if game previously found mainmenu.mve, it will be looped in main menu screen. Since buffers for MVE playback already allocated fo mainmenu.mve, trying to start another movie will lead to crash. Removed movie injection from playing, now new pilot will see this sequence: New game -> Training mission -> level1.mve cutscene -> Level 1 Removed RELEASE #ifdef's on this part of code as this definitely masked issue until we caught it in preparation of release build.
macOS: Fix netgames not looking for dylib.
CMake: add all headers to target sources
Initial support to automate release flow. Now after git tag of specific commit GitHub Actions will create a draft entry of release (named by tag) with source code package on it.
…ws-fix Fixes for Windows build
…ions Add release flow to GitHub Actions
Prepare those files to be shipped with the pre-built assets.
Create usage file for the packaged version
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lgtm, let's shipit |
so everything runs fine (scripts, multiplayer...) from the release artifact |
hadn't tested multiplayer - it shows me "Direct TCP/IP" as the only option but then when i hit "OK" it just exits the menu and goes back to main screen. doesn't seem like that's intended behavior. scripts work fine in Stone Cutter, Pilot Training and Retribution. didn't play much into any of each level.
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Ok, I see the full range of Multiplayer options on Windows. Mac shows me Direct TCP/IP only. None of them appear to actually do anything, on either platform. edit: HOLD, i bet i'm an idtio and not copying enough artifacts again |
Create changelog for Descent Open Source 1.5
Ok so multiplayer definitely does not work. #515 broke multiplayer, but #524 should have fixed it. Make sure you copy the We can exclude these 2 MRs from release if that's the problem |
yep, works fine, i'm just an idiot again. once i copied the artifacts correctly i was able to create a TCP/IP game between my windows and mac machines and fight each other. appears to work great. Parallax Online tries to connect, but appears to time out on windows - likely a firewall issue. Mac asks for login and password, which I don't have so am not gonna test right now. "create new profile" does not bring up a dialog. |
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Sounds good, thanks for testing! |
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I did a little more manual testing on Windows & Linux, looks ok |
This pushes PRs #525 #523 #517 #524 #518 #519 #512 #469 #507 #516 #521 into the release branch.
To be merged before tagging the release