Search found 1032 matches
Normally, AppVeyor handles Windows builds, no one cares about OSX, and Linux users are willing to build just about anything. AppVeyor isn't handling Windows builds for the stripe test as I've obviously not made a PR for it. For this specific test, I just require confirmation from a few systems as th...
- 16 Oct 2018, 21:48
- Forum: Organisation and Planning
- Topic: OpenMW Nightly builds
- Replies: 366
- Views: 146944
A few posts ago (although not in this sudden flurry of posts today) you said this. It might be better to use this automatic trigger rather than a nightly cron job as it makes bisecting issues either if there's one build per PR.On GL appveyor is triggered per merge into master
I've made progress trying to fix an issue I couldn't solve back in January with Scrawl's help (although I'm not entirely sure why it's started working now, as I can't get the fix to work when I apply it to the branch from January). In order to verify that it's actually working, can people please tes...
- 13 Oct 2018, 21:27
- Forum: Documentation
- Topic: Typo in the documentation sections of config file?
- Replies: 9
- Views: 455
I'm not super happy with that solution as "Shaders settings" isn't correct English. I'm still most keen on having a "These settings go under the `[Category name]` heading" line on the page for each category.
The only issue I'm seeing in the zip is that you've called your textures folder testures instead, but if that were the case on your machine, too, it wouldn't have even picked up the texture we're seeingin the screenshot. It's possible that there's another issue I've missed, though, so other people s...
Hopefully the OpenNuka team unites as smoothly as the Avengers, and not as badly as the Justice League. Didn't they spend their first film fighting each other until Phil Coulson 'died', then the next one disagreeing about whether it was a good idea to do something with AI (rather than the more sens...
- 10 Oct 2018, 03:25
- Forum: Other Forks and Ports
- Topic: Performance Suggestions
- Replies: 14
- Views: 659
On a desktop machine, there's basically no additional impact to rendering at higher resolutions as the fragment shader's so much simpler than what you'd get in a typical application these days that the actual draw calls (and the associated cull traversal etc.) burn so much more CPU time than the inc...