Update Changelog, another small MD3 fix

This commit is contained in:
Daniel Gibson 2023-01-29 02:46:34 +01:00
parent 604dc7c44d
commit 95d8d75ae0
2 changed files with 17 additions and 1 deletions

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@ -4,6 +4,22 @@ dhewm3 Changelog
Note: Numbers starting with a "#" like #330 refer to the bugreport with that number Note: Numbers starting with a "#" like #330 refer to the bugreport with that number
at https://github.com/dhewm/dhewm3/issues/ at https://github.com/dhewm/dhewm3/issues/
1.5.3 (WIP)
------------------------------------------------------------------------
* Fixed problems with lights after loading a savegame (#495)
* Fix volume of some weapon sounds, like chaingun being too quit (#326)
* Increase stack size on Windows to 8MB (instead default of 1MB) to make loading huge models work
* Fixed crash in Radiant Model Preview Dialog (#496)
* Fix MD3 model support
* Several new CMake options:
- To enable Clang/GCC Address Sanitizer and Undefined Behavior Sanitizer
- Hardlink the game code into the executable (instead of using game DLLs,
only supports base *or* d3xp then; needed for Undefined Behavior Sanitizer)
- Force colored diagnostic output from GCC or Clang (esp. useful when building with ninja)
* Fix several compiler warnings
* Added build instructions for Linux (and similar systems) to README.md
1.5.2 (2022-06-13) 1.5.2 (2022-06-13)
------------------------------------------------------------------------ ------------------------------------------------------------------------

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@ -172,7 +172,7 @@ void idRenderModelMD3::InitFromFile( const char *fileName ) {
const idMaterial *sh = declManager->FindMaterial( shader->name ); const idMaterial *sh = declManager->FindMaterial( shader->name );
// DG: md3Shadder_t must use an index to the material instead of a pointer, // DG: md3Shadder_t must use an index to the material instead of a pointer,
// otherwise the sizes are wrong on 64bit and we get data corruption // otherwise the sizes are wrong on 64bit and we get data corruption
shader->shaderIndex = shaders.AddUnique( sh ); shader->shaderIndex = (sh != NULL) ? shaders.AddUnique( sh ) : -1;
} }
// swap all the triangles // swap all the triangles