MarkD: My thought was for the long term was to put most of the differences in the project and solution configurations, so there would be less differences in the sources. EAX is a good example - I put the #define for EAX_SDK_AVAILABLE in the projects that used it with the thinking that the fans would create new projects that would not have EAX_SDK_AVAILABLE and would create and use a different configuration in the AllClient solution. Cyan would use the "Release" config and the fans use something like "Release-ou" to build with. But maybe there are just too many differences.
MarkD: We felt that the fan de-BINKing did not go far enough.
CW: I suspect (haven't tested yet) that it's the cause of the bug that we see on MOULa but did not on Minkata where the rotating wall behind the missing Yeesha intro video stays indefinitely, with no obvious way out for the player, until it occurs to them to use the ESC key
MarkD: Ah. I think you are right. An oversight that can be easily corrected - maybe in the python code so that Ian can see the rotating wall for a few seconds and then auto continue on.
Copy of plJPEG with added preprocessor definition IJL_SDK_AVAILABLE.
CW: I'm guessing that's the workaround for the missing JPEG textures issue we found during the 918 update verification.
MarkD: Exactly.
Except for the addition of the plClipboard project, the partial CWE-ou state that was mistakenly taken into CWE in "Build 912" (a757a1fda0a3) was never actually used to build MOULa products.
Free the cursor, update
Updates to pull request #21 by Hoikas that fix the issue that quick mouse moves while walking/looking by mouse could get the cursor out of the window and break the continuous turning.
From H-uru PR #221 "Window fixes".
Fix remote code execution through Python.Cheat and Python.RunFile
An exploit fixed by boq. Original pull request: https://github.com/H-uru/Plasma/pull/218
This somewhat modifies the syntax used for running Python.Cheat; it's still easier to use it directly in Python, though.
Avatar physics update
A significant and much needed cleanup of the avatar physics code. It resolves numerous issue with and greatly simplifies the physx character controller implementation.
While there is still room for improvement, this is a good starting point.
Avatars now jump consistently, regardless of cpu speed. Fixes unexpected camera transitions with entering/exiting some subworlds. (Teledahn elevator) Fixes a jitter in animated subworlds. (Er'cana harvester) Dynamic controllers are correctly positioned on the ground. (Jalak) Much improved interaction with dynamic physicals.
Other physics related issues may or may not be addressed.
Port of H-uru #236 and #237. This adds stubs for the removed Bink files, to make things compile and run again, with just enough functionality to replicate the previous behavior when built without BINK_SDK_AVAILABLE, i.e. movies are treated as zero-length.
In particular, the intro movie now exits immediately again rather than staying indefinitely.
The important difference is to send the completion callback in plBinkPlayer::NextFrame(), i.e. act as if we had reached the end of the movie.
Storing the filename is to keep plClient::IHandleMovieMsg() from deleting and recreating the plBinkPlayer on every message.
The changed return values are just to better match the previous behavior and probably don?t matter.
To better handle erroneous trigger events under the new timing method, use the number
of times the simulation has actually advanced instead of the number of evals received.
Cleaned up a bit.
Provides more accurate interaction with detectors when the avatar is moving up or down.
Also decreases the severity of the PhysX trigger hull bug in some detectors.
This change doesn't affect world collisions.
This hack prevents the cursor from leaving the window when panning the
camera or changing directions quickly. This is important for those with
high mouse sensitivities.
Fix improperly calculated window size in initial Windowed mode.
User visible effect: This changeset removes an (in)visible grid of seams or blurriness in the client window. They are most noticeable when moving the cursor over them.
Window shouldn't have a resizing border.
Improved Cursors
This is the second attempt at getting the following improvements to the Uru mouse cursors into CWE-ou:
* fix the blurriness
* add a subtle shadow to fix cursors being invisible on light backgrounds
* cleaner, more regular appearance
A (slightly outdated) picture for comparison is at http://forums.openuru.org/viewtopic.php?t=558&p=4265#p4265 , and anyone who has played on Gehn, TOC, or any other shard using the H'uru client has already seen the new cursors.
In order to do this properly, in a way that will continue to work in a cross-platform future, a lot of work done by Deledrius in the H'uru fork is included: He added PNG support to Plasma and introduced a client resource manager that loads resources such as the cursors, but also voice chat indicators and the loading linking book animation, which were also replaced by higher-quality recreations, fromfile instead of from Windows resources. resource.data
This also opens the way for other applications of PNG, such as saving the local copies of KI pictures in a lossless format instead of the heavily compressed JPEG we currently have.
Note: the new code requires a newer version of libpng than included with the CWE sources. Like other library dependencies, this must be installed separately. Instructions for that are at http://wiki.openuru.org/index.php?title=Build_the_client_with_MSVC_2003#Build_steps .