Optimize volumetric nebula rendering

Build the 64-bit client from merged REM-Client 5ff7cb636d815f6e55771b7efdad34d4832570bc,
including the nebula optimization in 157b06aa2f0b7be6ebc4ed2bd207ddfc6a706a55.

Smoothly merge self-shadow probes according to the integration footprint,
prepare pair metadata once on the CPU, and keep a direct path for nearby probes.
Retain cloud density, resolution and the first lighting/flicker fixes.

Synthetic RTX 2050 / 1080p cloud-pass measurements: distant 9.11 -> 8.19 ms
(-10.1%), rim 55.69 -> 52.82 ms (-5.2%), inside essentially unchanged.
Single synthetic runs; whole-game multiplayer FPS is not established.

Rebuild with MSVC Release|x64 under Wine and refresh the distributed runtime.
Keep the existing new-rem-client missions, ART assets and material data.
Verify 11,141 runtime/data files against the Lutris installation; saves unchanged.

RP8.dll SHA-256: 5275c77b53179e45daebf3f2c8fbb6d9fa4738f2470bb305ffba95ab35bcd50e.
This commit is contained in:
2026-11-08 01:29:17 +01:00
parent 16746d519e
commit 5498cb44a0
30 changed files with 251 additions and 251 deletions
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REM renderer update (64-bit) REM-Client test build (64-bit)
mod base: 5d3466fe459790c2824ce7a51eebe3646b621bfb date: 2026-11-08 01:22
renderer source: b0d47563bfbc08a36e1e74c7a876a0d02270fea9 commit: 5ff7cb6 (main)
renderer build: OK - MSVC Release|x64 subject: Aktuellen main mit den Nebelkorrekturen zusammenführen
renderer sha256: 614b64e7b507c255ba23d03e0c594a8db360148ce43d9d618b377dc4176b1f51 tree: clean
scope: renderer only; existing new-rem-client runtime and missions retained build: OK
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; ;
; FreeLancer - game configuration file ; FreeLancer - game configuration file
; ;
[Freelancer] [Freelancer]
data path = ..\data data path = ..\data
local_server = rpclocal.dll local_server = rpclocal.dll
initial_world = InitialWorld.ini ;relative to Data path initial_world = InitialWorld.ini ;relative to Data path
AppGUID = {A690F026-26F0-4e57-ACA0-ECF868E48D21} AppGUID = {A690F026-26F0-4e57-ACA0-ECF868E48D21}
[Startup] [Startup]
;movie_file = movies\MGS_Logo_Final.wmv ;movie_file = movies\MGS_Logo_Final.wmv
;movie_file = movies\DA_Logo_Final.wmv ;movie_file = movies\DA_Logo_Final.wmv
;movie_file = movies\FL_Intro.wmv ;movie_file = movies\FL_Intro.wmv
[ListServer] [ListServer]
;;;hostname = localhost ;Your local machine ;;;hostname = localhost ;Your local machine
;;;hostname = FLListServer2.dns.corp.microsoft.com ;GUN server in Austin ;;;hostname = FLListServer2.dns.corp.microsoft.com ;GUN server in Austin
;;;hostname = 131.107.135.190 ;GUN server in Redmond ;;;hostname = 131.107.135.190 ;GUN server in Redmond
;;;hostname = fllistserver.zone.msn.com ;GUN server in Redmond (DNS entry) ;;;hostname = fllistserver.zone.msn.com ;GUN server in Redmond (DNS entry)
hostname = gun.rem-freelancer.moe ;Alternative GUN server gun.rem-freelancer.moe, gun.fllistserver.com hostname = gun.rem-freelancer.moe ;Alternative GUN server gun.rem-freelancer.moe, gun.fllistserver.com
port = 2300 port = 2300
[Server] [Server]
;name = M9Universe ;name = M9Universe
;description = My cool Freelancer server ;description = My cool Freelancer server
death_penalty = 100 ; percentage of your cargo (commoditied and unmounted equipment) lost at death in MP death_penalty = 100 ; percentage of your cargo (commoditied and unmounted equipment) lost at death in MP
[Initial MP DLLs] [Initial MP DLLs]
path = ..\dlls\bin path = ..\dlls\bin
DLL = Content.dll, GameSupport, HIGHEST DLL = Content.dll, GameSupport, HIGHEST
; required to operate gates and docks ; required to operate gates and docks
; required to create ships in space ; required to create ships in space
DLL = Content.dll, SpaceSupport, NORMAL DLL = Content.dll, SpaceSupport, NORMAL
DLL = Content.dll, BaseSupport, NORMAL DLL = Content.dll, BaseSupport, NORMAL
DLL = Content.dll, SpacePop, LOWEST ;populator DLL = Content.dll, SpacePop, LOWEST ;populator
DLL = Content.dll, AISandbox, BELOW_NORMAL DLL = Content.dll, AISandbox, BELOW_NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST DLL = Content.dll, BasePop, LOWEST
[Initial SP DLLs] [Initial SP DLLs]
path = ..\dlls\bin path = ..\dlls\bin
DLL = Content.dll, GameSupport, HIGHEST DLL = Content.dll, GameSupport, HIGHEST
; required to operate gates and docks ; required to operate gates and docks
; required to create ships in space ; required to create ships in space
DLL = Content.dll, SpaceSupport, NORMAL DLL = Content.dll, SpaceSupport, NORMAL
DLL = Content.dll, BaseSupport, NORMAL DLL = Content.dll, BaseSupport, NORMAL
DLL = Content.dll, StoryLauncher, BELOW_NORMAL ;story/static missions DLL = Content.dll, StoryLauncher, BELOW_NORMAL ;story/static missions
DLL = Content.dll, SpacePop, LOWEST ;populator DLL = Content.dll, SpacePop, LOWEST ;populator
DLL = Content.dll, AISandbox, BELOW_NORMAL DLL = Content.dll, AISandbox, BELOW_NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST DLL = Content.dll, BasePop, LOWEST
;DLL = callsign.dll, player 1 1-1 ; REM: plugin not in the rebuild yet ;DLL = callsign.dll, player 1 1-1 ; REM: plugin not in the rebuild yet
[Resources] [Resources]
DLL = InfoCards.dll ; Contains all infocard text resources DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily. DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources) DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = remres.dll ; Dynamic Infocards DLL = remres.dll ; Dynamic Infocards
[Data] [Data]
;;; ************************************************************************ ;;; ************************************************************************
;;; SNICHOLS: There is a multi-player optimization that has been made to ;;; SNICHOLS: There is a multi-player optimization that has been made to
;;; the archetype system. This optimization allows archetype-holding packets ;;; the archetype system. This optimization allows archetype-holding packets
;;; to store those values in 16 bits instead of 32 bits. It is vital that ;;; to store those values in 16 bits instead of 32 bits. It is vital that
;;; the order of shared archetype initialization is kept in sync between ;;; the order of shared archetype initialization is kept in sync between
;;; the client and server. This must be verified before releasing any patch ;;; the client and server. This must be verified before releasing any patch
;;; without increasing the "build number". Otherwise, unpredictable results ;;; without increasing the "build number". Otherwise, unpredictable results
;;; will occur. ;;; will occur.
;;; ************************************************************************ ;;; ************************************************************************
;EMAURER must load solar archetypes before universe. Universe inspects solar OBJECT_TYPE values. ;EMAURER must load solar archetypes before universe. Universe inspects solar OBJECT_TYPE values.
solar = solar\solararch.ini solar = solar\solararch.ini
universe = universe\universe.ini universe = universe\universe.ini
constants = constants.ini ;constant variables constants = constants.ini ;constant variables
fonts = fonts\fonts.ini fonts = fonts\fonts.ini
rich_fonts = fonts\rich_fonts.ini rich_fonts = fonts\rich_fonts.ini
sounds = audio\ambience_sounds.ini ;sound-effects (NOT music) for exterior map locations, regions, areas and solar objects sounds = audio\ambience_sounds.ini ;sound-effects (NOT music) for exterior map locations, regions, areas and solar objects
sounds = audio\sounds.ini ;all sfx not falling into some other category sounds = audio\sounds.ini ;all sfx not falling into some other category
sounds = audio\engine_sounds.ini ;engine sounds only sounds = audio\engine_sounds.ini ;engine sounds only
sounds = audio\interface_sounds.ini sounds = audio\interface_sounds.ini
sounds = audio\music.ini sounds = audio\music.ini
sounds = audio\story_sounds.ini ;dialogue for the story (except for news broadcasts) sounds = audio\story_sounds.ini ;dialogue for the story (except for news broadcasts)
sounds = audio\arc_sounds.ini ;dialogue for the REM Story Arcs sounds = audio\arc_sounds.ini ;dialogue for the REM Story Arcs
sounds = audio\contract_sounds.ini ;dialogue for the REM Contracts sounds = audio\contract_sounds.ini ;dialogue for the REM Contracts
sounds = audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc. sounds = audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc.
; sounds = audio\news_sounds.ini ;dialogue for news broadcasts - re-usable PLUS story CUT on 20021211 MG ; sounds = audio\news_sounds.ini ;dialogue for news broadcasts - re-usable PLUS story CUT on 20021211 MG
voices = audio\voices_space_male.ini ;dialogue for male NPCs in space (all re-usable) voices = audio\voices_space_male.ini ;dialogue for male NPCs in space (all re-usable)
voices = audio\voices_space_female.ini ;dialogue for female NPCs in space (all re-usable) voices = audio\voices_space_female.ini ;dialogue for female NPCs in space (all re-usable)
voices = audio\voices_base_male.ini ;dialogue for male NPCs on bases (all re-usable) voices = audio\voices_base_male.ini ;dialogue for male NPCs on bases (all re-usable)
voices = audio\voices_base_female.ini ;dialogue for female NPCs on bases (all re-usable) voices = audio\voices_base_female.ini ;dialogue for female NPCs on bases (all re-usable)
voices = audio\voices_recognizable.ini ;all the main characters’ voice profiles (re-usable dialogue only) (must be read in before mission-specific lines) voices = audio\voices_recognizable.ini ;all the main characters’ voice profiles (re-usable dialogue only) (must be read in before mission-specific lines)
voices = audio\voices_mission01.ini ;dialogue specific to mission 01 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission01.ini ;dialogue specific to mission 01 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission02.ini ;dialogue specific to mission 02 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission02.ini ;dialogue specific to mission 02 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission03.ini ;dialogue specific to mission 03 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission03.ini ;dialogue specific to mission 03 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission04.ini ;dialogue specific to mission 04 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission04.ini ;dialogue specific to mission 04 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission05.ini ;dialogue specific to mission 05 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission05.ini ;dialogue specific to mission 05 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission06.ini ;dialogue specific to mission 06 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission06.ini ;dialogue specific to mission 06 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission07.ini ;dialogue specific to mission 07 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission07.ini ;dialogue specific to mission 07 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission08.ini ;dialogue specific to mission 08 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission08.ini ;dialogue specific to mission 08 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission09.ini ;dialogue specific to mission 09 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission09.ini ;dialogue specific to mission 09 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission10.ini ;dialogue specific to mission 10 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission10.ini ;dialogue specific to mission 10 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission11.ini ;dialogue specific to mission 11 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission11.ini ;dialogue specific to mission 11 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission12.ini ;dialogue specific to mission 12 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission12.ini ;dialogue specific to mission 12 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission13.ini ;dialogue specific to mission 13 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission13.ini ;dialogue specific to mission 13 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission14.ini ;dialogue specific to mission 14 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission14.ini ;dialogue specific to mission 14 (story & special supporting characters only - no reusable dialogue)
; voices = audio\voices_tutorial.ini ;dialogue specific to tutorial CUT on 20021211 MG ; voices = audio\voices_tutorial.ini ;dialogue specific to tutorial CUT on 20021211 MG
explosions = fx\explosions.ini explosions = fx\explosions.ini
debris = fx\explosions.ini debris = fx\explosions.ini
asteroids = solar\asteroidarch.ini asteroids = solar\asteroidarch.ini
equipment = equipment\light_equip.ini equipment = equipment\light_equip.ini
equipment = equipment\select_equip.ini equipment = equipment\select_equip.ini
equipment = equipment\misc_equip.ini equipment = equipment\misc_equip.ini
equipment = equipment\engine_equip.ini equipment = equipment\engine_equip.ini
equipment = equipment\ST_equip.ini equipment = equipment\ST_equip.ini
equipment = equipment\weapon_equip.ini equipment = equipment\weapon_equip.ini
equipment = equipment\prop_equip.ini equipment = equipment\prop_equip.ini
equipment = equipment\fx_equip.ini equipment = equipment\fx_equip.ini
ships = ships\shiparch.ini ships = ships\shiparch.ini
ships = ships\rtc_shiparch.ini ships = ships\rtc_shiparch.ini
ships = ships\shiparch_arcs.ini ships = ships\shiparch_arcs.ini
goods = equipment\goods.ini goods = equipment\goods.ini
goods = equipment\engine_good.ini goods = equipment\engine_good.ini
goods = equipment\misc_good.ini goods = equipment\misc_good.ini
goods = equipment\st_good.ini goods = equipment\st_good.ini
goods = equipment\weapon_good.ini goods = equipment\weapon_good.ini
loadouts = ships\loadouts.ini loadouts = ships\loadouts.ini
loadouts = ships\loadouts_special.ini loadouts = ships\loadouts_special.ini
loadouts = ships\loadouts_utility.ini loadouts = ships\loadouts_utility.ini
loadouts = solar\loadouts.ini loadouts = solar\loadouts.ini
bodyparts = characters\bodyparts.ini bodyparts = characters\bodyparts.ini
costumes = characters\costumes.ini costumes = characters\costumes.ini
PetalDB = PetalDB.ini PetalDB = PetalDB.ini
effects = fx\effect_types.ini ; needs to be before effects.ini effects = fx\effect_types.ini ; needs to be before effects.ini
effects = fx\beam_effects.ini ; also needs to be before effects.ini effects = fx\beam_effects.ini ; also needs to be before effects.ini
effects = fx\engines\engines_ale.ini effects = fx\engines\engines_ale.ini
effects = fx\equipment\equipment_ale.ini effects = fx\equipment\equipment_ale.ini
effects = fx\explosions\explosions_ale.ini effects = fx\explosions\explosions_ale.ini
effects = fx\hull_hits\hull_hits_ale.ini effects = fx\hull_hits\hull_hits_ale.ini
effects = fx\misc\misc_ale.ini effects = fx\misc\misc_ale.ini
effects = fx\shields\shields_ale.ini effects = fx\shields\shields_ale.ini
effects = fx\space\space_ale.ini effects = fx\space\space_ale.ini
effects = fx\weapons\weapons_ale.ini effects = fx\weapons\weapons_ale.ini
effects = fx\effects.ini effects = fx\effects.ini
effects = fx\effects_explosion.ini effects = fx\effects_explosion.ini
effect_shapes = fx\effect_shapes.ini effect_shapes = fx\effect_shapes.ini
fuses = fx\fuse.ini fuses = fx\fuse.ini
fuses = fx\fuse_br_battleship.ini fuses = fx\fuse_br_battleship.ini
fuses = fx\fuse_br_destroyer.ini fuses = fx\fuse_br_destroyer.ini
fuses = fx\fuse_br_gunship.ini fuses = fx\fuse_br_gunship.ini
fuses = fx\fuse_ku_battleship.ini fuses = fx\fuse_ku_battleship.ini
fuses = fx\fuse_ku_destroyer.ini fuses = fx\fuse_ku_destroyer.ini
fuses = fx\fuse_ku_gunship.ini fuses = fx\fuse_ku_gunship.ini
fuses = fx\fuse_li_cruiser.ini fuses = fx\fuse_li_cruiser.ini
fuses = fx\fuse_li_dreadnought.ini fuses = fx\fuse_li_dreadnought.ini
fuses = fx\fuse_rh_battleship.ini fuses = fx\fuse_rh_battleship.ini
fuses = fx\fuse_rh_cruiser.ini fuses = fx\fuse_rh_cruiser.ini
fuses = fx\fuse_rh_gunship.ini fuses = fx\fuse_rh_gunship.ini
fuses = fx\fuse_or_osiris.ini fuses = fx\fuse_or_osiris.ini
fuses = fx\fuse_transport.ini fuses = fx\fuse_transport.ini
fuses = fx\fuse_suprise_solar.ini fuses = fx\fuse_suprise_solar.ini
fuses = fx\fuse_freeport7.ini fuses = fx\fuse_freeport7.ini
fuses = fx\fuse_no2_cruiser.ini fuses = fx\fuse_no2_cruiser.ini
fuses = fx\fuse_no2_gunboat.ini fuses = fx\fuse_no2_gunboat.ini
fuses = fx\fuse_no2_gunship.ini fuses = fx\fuse_no2_gunship.ini
intro = interface\intro.ini intro = interface\intro.ini
gate_tunnels = fx\gate_tunnel.ini gate_tunnels = fx\gate_tunnel.ini
groups = InitialWorld.ini groups = InitialWorld.ini
HUD = interface\hud.ini HUD = interface\hud.ini
jump_effect = fx\jumpeffect.ini jump_effect = fx\jumpeffect.ini
igraph = igraph.ini igraph = igraph.ini
; bases has no filename but the key specifies the load order ; bases has no filename but the key specifies the load order
bases bases
markets = equipment\market_misc.ini markets = equipment\market_misc.ini
markets = equipment\market_ships.ini markets = equipment\market_ships.ini
markets = equipment\market_commodities.ini markets = equipment\market_commodities.ini
NewCharDB = characters\NewCharacter.ini NewCharDB = characters\NewCharacter.ini
WeaponModDB = equipment\WeaponModDB.ini WeaponModDB = equipment\WeaponModDB.ini
rtcslider = scripts\rtcslider.ini rtcslider = scripts\rtcslider.ini
[Error] [Error]
;EMAURER these four should remain as set. ;EMAURER these four should remain as set.
log = $Window,65540 ; alert all asserts log = $Window,65540 ; alert all asserts
log = $Window,-1,1 ; alert all errors (SEV_ERROR=1) log = $Window,-1,1 ; alert all errors (SEV_ERROR=1)
;EMAURER comment out lines below to vary the amount of output spew. ;EMAURER comment out lines below to vary the amount of output spew.
log = $Text, 65536, 5 ; 65536 means 'don't care' about kind value. log = $Text, 65536, 5 ; 65536 means 'don't care' about kind value.
; 5 refers to TRACE_LEVEL_5. means report all messages ; 5 refers to TRACE_LEVEL_5. means report all messages
; with severity of 5 or less. lower the number, more severe ; with severity of 5 or less. lower the number, more severe
; the message. WARNINGS are at level 2. reduce for less spew. ; the message. WARNINGS are at level 2. reduce for less spew.
;log = $Text, 'I' ; incoming packet transmission ;log = $Text, 'I' ; incoming packet transmission
;log = $Text, 'O' ; outgoing packet transmission ;log = $Text, 'O' ; outgoing packet transmission
;log = $Text, 'i' ; instance creation related messages (mass, MOI, equip) ;log = $Text, 'i' ; instance creation related messages (mass, MOI, equip)
;log = $Text, 'r' ; significant attitude/reputation events (show results of AdjustAttitude calls) ;log = $Text, 'r' ; significant attitude/reputation events (show results of AdjustAttitude calls)
;log = $Text, 'a' ; detailed info regarding loading/unloading of archetypes. ;log = $Text, 'a' ; detailed info regarding loading/unloading of archetypes.
log = $Text, 'c' ; report server-side events sent to contollers log = $Text, 'c' ; report server-side events sent to contollers
log = $Text, 'm' ; mission-generated messages log = $Text, 'm' ; mission-generated messages
log = $Text, 's' ; log second thread activity log = $Text, 's' ; log second thread activity
;log = $Text, 'f' ; report file opens/closes ;log = $Text, 'f' ; report file opens/closes
;log = $Text, 'e' ; explosion/fuse messages ;log = $Text, 'e' ; explosion/fuse messages
log = $Text, 'd' ; damage messages log = $Text, 'd' ; damage messages
log = $Text, 'A' ; reload console command messages log = $Text, 'A' ; reload console command messages
;---------------------------- ;----------------------------
; Error explanation ; Error explanation
; ;
; log = where to display log message, kind of msg, severity of msg ; log = where to display log message, kind of msg, severity of msg
; where: [no default] ; where: [no default]
; $window = popup dialog ; $window = popup dialog
; $text = debugger window ; $text = debugger window
; filename = any filename ; filename = any filename
; kind: [default = -1] ; kind: [default = -1]
; -1 // all kinds, distinguish display based on severity. ; -1 // all kinds, distinguish display based on severity.
; ERR_RENDER ='R', // Render Pipeline ; ERR_RENDER ='R', // Render Pipeline
; ERR_NETWORK ='n', // SERVER.DLL ; ERR_NETWORK ='n', // SERVER.DLL
; ERR_WARN ='w', // minor general problems ; ERR_WARN ='w', // minor general problems
; ERR_SPINST ='i', // instance creation messages ; ERR_SPINST ='i', // instance creation messages
; ERR_REP ='r', // log significant attitude/reputation events ; ERR_REP ='r', // log significant attitude/reputation events
; ERR_ARCH ='a', // log unloads of archetypes. ; ERR_ARCH ='a', // log unloads of archetypes.
; ERR_CTRL ='c', // log server-side events sent to contollers ; ERR_CTRL ='c', // log server-side events sent to contollers
; ERR_MISN ='m', // mission-generated messages ; ERR_MISN ='m', // mission-generated messages
; ERR_ASYNC ='s', // log second thread activity ; ERR_ASYNC ='s', // log second thread activity
; ERR_FILEIO ='f', // print File open/close ; ERR_FILEIO ='f', // print File open/close
; ERR_ASSERT = 65540 // asserts ; ERR_ASSERT = 65540 // asserts
; severity: [ default = all severities ] ; severity: [ default = all severities ]
; the lower the number the more severe ; the lower the number the more severe
; SEV_FATAL = 0 // Unrecoverable errors ; SEV_FATAL = 0 // Unrecoverable errors
; SEV_ERROR = 1 // Recoverable errors ; SEV_ERROR = 1 // Recoverable errors
; SEV_WARNING = 2 // Conditions which may indicate a problem, but are handled ; SEV_WARNING = 2 // Conditions which may indicate a problem, but are handled
; SEV_NOTICE = 3 // Useful messages that are in release builds. ; SEV_NOTICE = 3 // Useful messages that are in release builds.
; SEV_TRACE_1 = 4 // Information useful for debugging or determining program flow ; SEV_TRACE_1 = 4 // Information useful for debugging or determining program flow
; SEV_TRACE_2..n = 5..n // Higher traces levels indicate more verbose information ; SEV_TRACE_2..n = 5..n // Higher traces levels indicate more verbose information
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