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Very Hot Topic (More than 25 Replies) 227i found and fixed bugs (Read 27111 times)
Smirftsch
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Re: 227i found and fixed bugs
Reply #60 - Jul 20th, 2016 at 6:57am
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fixed a bug in banning system may cause duplicate (false) entries.
  

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Smirftsch
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Re: 227i found and fixed bugs
Reply #61 - Nov 28th, 2016 at 7:09pm
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fixed alphablending when using SetTile3DOffset (by using Texture.Alpha)
fixed alphablend fading (EmFade) when using SpriteEmitters
  

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Re: 227i found and fixed bugs
Reply #62 - Nov 28th, 2016 at 7:10pm
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Fixed
UnrealEd

    When duplicating emitters do particles not spawn on the duplicate when in Realtime Preview mode.
    Copying an emitter from a zone with distance fog crashes the editor in Realtime Preview mode. To recreate this: Duplicate an emitter (in my case a SpriteEmitter), Re-enable Show DistanceFog (see next issue),  active Realtime Preview.
    Duplicating any actor resets the settings of all the viewports.
    Making a new class makes the Actor Class Browser show the wrong class selected (the parent of the newly created class) while actually having the new class selected in memory. Causing actions performed on the seemingly selected parent to be performed on the new class instead.


Unreal
    AlphaBlend Meshes are not affected by fog.
            Affected renderers: Direct3D9, OpenGL, XOpenGL
    TrailEmitters render incorrectly.
            Affected renderers: XOpenGL
    Beam Emitters are affected by fog. Making the beam a solid color.
            Affected renderers: Direct3D9, OpenGL, XOpenGL
    DistanceFog affects emitter particles. Making particles look like squares on things like SpriteEmitters.
            Affected renderers: Direct3D9, OpenGL, XOpenGL.
    Switching to XOpenGL breaks texture filtering on BSP (everything looks like the No Smooth flag is set) for the first launch. Closing the game and restarting fixes the texture filtering.
            Affected renderers: XOpenGL (duh)
    DistanceFog affects TrailEmitters. Making the trail a solid color.
            Affected renderers: XOpenGL
    DistanceFog causes artifacts on a Fake Backdrop/Skybox.
            Affected renderers: XOpenGL
    Environment map doesn’t work on meshes.
            Affected renders: Direct3D9, OpenGL, XOpenGL
    Masked texture don’t work on meshes.
            Affected Renderers: Direct3D9.
            Notes: looks like UseFragmentProgram was broken when I implemented exp and exp2 fog. Can't be fixed unless one writes corresponding fragment programs for D3D9, so mask problem on meshes is now fixed, but no exp and exp2 fog for D3D9 users with UseFragmentProgram enabled.
    DistanceFog renders outside of correct zones even with bZoneBasedFog enabled.
            Affected renderers: XOpenGL
    Meshes always look unlit.
            Affected renderers: XOpenGL
    EnvironmentColor does noting and always renders Environment BSP like it is set to X=1 Y=1 Z=1.
            Affected renderers: XOpenGL.
    AlphaBlend BSP is not affected by fog.
            Affected renderers: Software, Direct3D9, Direct3D10, OpenGL,  XOpenGL
  

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Re: 227i found and fixed bugs
Reply #63 - Nov 28th, 2016 at 7:26pm
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Closed issues list:

Issue #1. Game menu incorrectly handles keyboard input after minimizing the game via Alt + Tab.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1431250474
Status: Closed (resolved) j_34

Issue #6. Bad weapon offset when viewing from a player with hidden DispersionPistol.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1447084005
Status: Closed (resolved) j_34

Issue #7. Problems with pawn bleeding.
#7.1. Immediate pawn bleeding takes place when it's not supposed to happen.
#7.2. Postponed pawn bleeding works only once.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1447697477
Status: Closed (resolved) j_35

Issue #9. Problems related to MarineMatch and SpaceMarines.
#9.1. MarineMatch game immediately ends when TimeLimit is greater than zero.
#9.2. MarineMatch doesn't modify difficulty level according to the bot config.
#9.3. Gender of SpaceMarines is not properly assigned.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1428512445
Status: Closed (resolved) j_34

Issue #13. PlayerCanSeeMe may return true for spectating users whose PlayerReplicationInfo.bIsSpectator is true.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1436885614
Status: Closed (resolved) j_34

Issue #19. UScript bug: a return-statement doesn't work correctly within foreach AllObjects.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1454843785
Status: Closed (resolved) j_34

Issue #22. WeaponAttachment doesn't synchronize ScaleGlow despite bCopyDisplay.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1456859187
Status: Closed (resolved) j_34

Issue #23. Client crash with projector decals (Critical: AProjector:CheesyrawDecalBSP).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1455184614
Status: Closed (resolved) j_34

Issue #25. UCC PackageFlag creates a corrupted unr package.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1440336119
Status: Closed (resolved) j_34

Issue #26. [j_33] Server doesn't inform clients about closing old connections on map change.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1448730165/14#14
Status: Closed (resolved) j_34

Issue #27. [j_33] [OpenGLDrv, D3D9Drv] bMeshEnviromap doesn't work correctly when UseHardwareClipping is enabled (default setting).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1449772404/13#13
Status: Closed (resolved) j_34

Issue #28. [j_33] [D3D9Drv] Some decorations aren't rendered correctly.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1449772404/42#42
Status: Closed (resolved) j_34

Issue #29. [j_33] [OpenGLDrv, D3D9Drv] Surfaces with attached decals are filled by white color.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1449772404/74#74
Status: Closed (resolved) j_34

Issue #30. [j_33] Pawn shadows have wrong rotation.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1449772404/42#42
Status: Closed (resolved) j_34

Issue #32. TimeDemo shows incorrect FPS values when Level.TimeDilation != 1.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1453989590
Status: Closed (resolved) j_35

Issue #34. [j_34] [D3D9Drv] Fog rendering is buggy.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1459407337/56#56
Status: Closed (resolved) j_35
  

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Re: 227i found and fixed bugs
Reply #64 - Aug 7th, 2017 at 10:34am
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fixed:
UED2.1 sheer tool not working (properly)
  

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Re: 227i found and fixed bugs
Reply #65 - Aug 7th, 2017 at 10:38am
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fixed Linux save game may crash in some distros due to gethostbyname function in create guid process.
fixed Linux SDL2 messagebox for appMsgf (which broke in between obviously)
fixed Linux multithreading code check for IsRunning()
fixed Linux SDL2 window/fullscreen resize
fixed Linux SDL2 arrow key down didn't release
fixed Linux appCeilLogTwo may cause crashes (on startup).
Fixed Linux SDL2 "F11" not working
  

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Re: 227i found and fixed bugs
Reply #66 - Aug 7th, 2017 at 10:52am
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fixed OnEraseBkgnd in WinViewport implementation.
  

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Krull0r
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Re: 227i found and fixed bugs
Reply #67 - Aug 7th, 2017 at 1:06pm
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Several fixes on meshes:


Decoration:

- MonkStatue: fixed stretched UV coordinates
- Lantern: fixed stretched UV coordinates and added faces to the arm
- Sconce: added faces to the arm
- Lamp4: now two-sided and faces were added to the bottom
- Vase: added faces to the bottom
- Urn: added faces to the bottom



Pickup:

- Armor: now two-sided and have thickness.
- Health: added faces to the bottom
- Clip: added faces to the bottom
- Stingerammo: added faces to the bottom
- Shells: added faces to the bottom
- Sludge: added faces to the bottom
- New Quadshot firstperson model and animations.
  

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Re: 227i found and fixed bugs
Reply #68 - Oct 12th, 2017 at 11:20am
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Fixed none masked beta skin of devilfish
  

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