Just wanted to let everyone know that a new update for Pathos has dropped, which includes some code fixes and optimiztions, as well as new features, such as lightmap upscaling and lightmap data compression.
Changelog:
- Updated tools_readme.md with information about bspconvert and pbspv2update.
- Updated shaders.md to provide better information about invalid states.
- Recompiled the levels to use 4x lightmap upscaling.
- Added a new room to feature the new post-process effects added by valina354.
- Added new voice recordings to help explain new features.
- Added new constant to CString class to denote null result from find.
- Added lightmap data compression support to Pathos BSP V2 and the ALD file formats.
- Added string caching to CString class to help decrease memory usage.
- Modified lightmap data storage to store the default lightmap data on-disk if ALD files are present, instead of storing it in memory all the time.
- Modified CMD5 class to use a constant for the size of the hash result.
- Modify texture manager to use maps instead of linked lists for faster texture lookup.
- Modify various engine structures and classes to use std::map and std::unordered_map instead of the arrays and linked lists.
- Added CSysPrintInterface to allow for tokens that set how many times a message should be printed to the console per game or application instance.
- Added experimental lightmap data compression feature.
- Fix memory leak in dynamic light manager.
- Fix memory leak in menu particle system.
- Fix memory leak in portal renderer.
- Fix GL texture not being deleted in portal class.
- Fix two memory leaks in texture renderer.
- Got rid of hash arrays previously used to limit the number of repeating messages printed to the console.
- Modified ambient_generic entity to support playback of sentences.
- Improved VBM loading code by getting rid resizings/memory reallocations during level load.
- Extended math_counter entity to provide different increment values and operations per trigger mode.
- Fix trigger_relay_binary, where it would always trigger it's On target regardless of it's actual state.
- Fixes various problems in pathos_jack.fgd with the new entries.
- Added "Initially dark" spawnflags to light and light_spot entities.
- Added pbspv2update tool to help update V2 bsp files to V2.1.
- Updated DMC forest skybox to latest version.
- Updated compile scripts to use the lightmap scaling feature.
- Modified vhlt compile tools to now support lightmap upscaling up to 8x(still needs work).
- Modified vhlt compile tools to support miniz compression of lightmap data.
- Improved parameter design for new features in the compile tools.
Commit:
https://github.com/TheOverfloater/pathos-public/commit/1e7fe9f6f80659b272dad0d55fed8d8fefc98206
How's visibility handled? Is Pathos limited by the room-corridor paradigm, or does it handle large open spaces well?