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10.3k
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7f9aaccc3c
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@ -2253,4 +2253,23 @@ Gameplay bugfixes
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- when loading textures in the texture mode, you can now tune individual triangles
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- when loading textures in the texture mode, you can now tune individual triangles
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- fixed the descriptions in the stereo vision config
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- fixed the descriptions in the stereo vision config
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- updated the translations, added some previously untranslated texts
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- updated the translations, added some previously untranslated texts
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2018.03.02 13:09 version 10.3k
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- made dragon dismounting easier
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- added attack animations when attacking trees and mirrors
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- better quality Hypersian Rug rendering (do not cross itself)
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- reversed aura when projection < -1
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- fixed the high quality screenshot feature
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- fixed screensize/radius in portrait
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- fixed zoom while editing texture
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- fixed texture load-on-save
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- fixed SVG output of spheres
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- 'docks' subpattern can be changed now
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- fixed slightly wrong placement when stereo is off
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- fixed the hotkey clash in texture adjustment menu
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- fixed mousing doing several things in texture adjustment
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- made the zoom consistent (it worked differently in Euclidean)
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- disabled game playing if 'renderonce' is on
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- some new commandline options
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- map screen size computation in Euclidean now acknowledges projection and sightrange
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4
init.cpp
4
init.cpp
@ -18,8 +18,8 @@
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#define NOLICENSE
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#define NOLICENSE
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#endif
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#endif
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#define VER "10.3j"
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#define VER "10.3k"
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#define VERNUM 10310
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#define VERNUM 10311
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#ifndef CAP_SHADER
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#ifndef CAP_SHADER
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#define CAP_SHADER CAP_GL
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#define CAP_SHADER CAP_GL
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@ -610,7 +610,7 @@ void prepare(vector<colored_vertex>& v) {
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glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color);
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glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color);
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#else
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#else
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glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].coords);
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glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].coords);
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glColorPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
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glColorPointer(4, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
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#endif
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#endif
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#endif
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#endif
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}
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}
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