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Ronnin2011
GeneralsGameCode
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#Bugfix(water): stop ocean water streaking at some camera angles; wat…
GenCI
#79:
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a878f0b
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Ronnin2011
3m 38s
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#Feature(debug): move the HUD readouts into a translucent debug panel…
GenCI
#78:
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#Bugfix(terrain): stop black terrain cells on maps with more than 32 …
GenCI
#77:
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3m 55s
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#Feature(shadows refactor): near cascade over 70% of the screen, shar…
GenCI
#76:
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3m 33s
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#Bugfix(render): stop skinned infantry drawing untextured (white) aft…
GenCI
#75:
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b621aa2
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3m 50s
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#Bugfix(shadows): stop unscouted enemy buildings from casting shadows…
GenCI
#74:
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3m 40s
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#Bugfix(shadows): stop per-frame scene updates from running again in …
GenCI
#73:
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3m 33s
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#Feature(shadows): cascaded shadow maps, a moving-caster mask, and pe…
GenCI
#72:
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f76f594
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3m 21s
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#31:
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#Bugfix(merge): restore the unconditional viewport set in WW3D::Begin…
GenCI
#71:
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4m 30s
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Merge remote-tracking branch 'origin/test-branch'
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#70:
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24m 28s
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#Feature(shadows): temporal accumulation, reprojection, and a sharper…
GenCI
#69:
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826744d
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3m 59s
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#30:
Scheduled
1m 58s
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#Bugfix(cloud): gate the rigid cloud map on night, matching terrain a…
GenCI
#68:
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eddc2c6
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7m 5s
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#Bugfix(shadows): fix receivers popping at the box edge, and trim the…
GenCI
#67:
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109cb48
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24s
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#Feature(trees): vs_3_0/ps_3_0 tree path — sway restored, plus shadow…
GenCI
#66:
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28a723e
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4m 22s
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#Perf(particles): Cull-test particle systems before the batch key loo…
GenCI
#65:
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954c4b3
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3m 52s
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#Bugfix(particles): Make canBatch actually prevent batching
GenCI
#64:
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7fcb70a
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4m 35s
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#29:
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#Feature(shadows): DX9 shadow maps with a quality ladder; stencil vol…
GenCI
#63:
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551400f
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4m 1s
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#Diagnostic(draw): Shadow-pass buckets and a lockable draw-subsystem …
GenCI
#62:
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f6f643b
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5m 24s
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#Bugfix(terrain): D3DLOCK_DISCARD on the terrain-tracks dynamic verte…
GenCI
#61:
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1m 24s
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#Bugfix(rigid): Snapshot texGen alongside opacity and diffuse before …
GenCI
#60:
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3786269
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3m 58s
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Weekly Release
Weekly Release
#28:
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Weekly Release
Weekly Release
#27:
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