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Update Changelog, another small MD3 fix
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Changelog.md
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Changelog.md
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@ -4,6 +4,22 @@ dhewm3 Changelog
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Note: Numbers starting with a "#" like #330 refer to the bugreport with that number
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at https://github.com/dhewm/dhewm3/issues/
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1.5.3 (WIP)
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------------------------------------------------------------------------
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* Fixed problems with lights after loading a savegame (#495)
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* Fix volume of some weapon sounds, like chaingun being too quit (#326)
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* Increase stack size on Windows to 8MB (instead default of 1MB) to make loading huge models work
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* Fixed crash in Radiant Model Preview Dialog (#496)
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* Fix MD3 model support
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* Several new CMake options:
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- To enable Clang/GCC Address Sanitizer and Undefined Behavior Sanitizer
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- Hardlink the game code into the executable (instead of using game DLLs,
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only supports base *or* d3xp then; needed for Undefined Behavior Sanitizer)
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- Force colored diagnostic output from GCC or Clang (esp. useful when building with ninja)
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* Fix several compiler warnings
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* Added build instructions for Linux (and similar systems) to README.md
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1.5.2 (2022-06-13)
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------------------------------------------------------------------------
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@ -172,7 +172,7 @@ void idRenderModelMD3::InitFromFile( const char *fileName ) {
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const idMaterial *sh = declManager->FindMaterial( shader->name );
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// DG: md3Shadder_t must use an index to the material instead of a pointer,
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// otherwise the sizes are wrong on 64bit and we get data corruption
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shader->shaderIndex = shaders.AddUnique( sh );
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shader->shaderIndex = (sh != NULL) ? shaders.AddUnique( sh ) : -1;
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}
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// swap all the triangles
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