Commit Graph
620 Commits
Author SHA1 Message Date
flathack fdbef567d2 Jump tunnel fixes
Ship the x64 client and renderer from REM-Client
c238ef4a6b2386ba0dd4016951dbd22df267397f.

Update gate tunnel colours, alpha controls and scrolling/twist parameters;
add a separate violet jump-hole profile and matching background fades.
Include the compiled renderer, detail tiers and corrected build provenance.

Verified all 11,143 runtime/data files against the Lutris installation,
five completed singleplayer jumps, four detail levels and options Save.
GPU regressions passed on NVIDIA and Intel; player saves/settings were
restored unchanged. Multiplayer flight remains untested.
2026-11-08 19:48:39 +01:00
flathack f904e9373d Update x64 renderer for asteroid surface relief fixes
Ship REM-Client 480163c3a3bf7949c893362bb197d9c7b8162866 so asteroid field meshes
with unrecognized texture names respond to the Graphics relief control.
Update renderer build provenance and retain the current client executable.

Preserve the three new upstream mod-data commits. Package and installed
Lutris data are synchronized with them; all 11,143 deployed runtime/data
files match, and saves/settings remain unchanged. The source build passed
six GPU pixel regression cases and in-game menu checks in singleplayer.
2026-11-08 19:00:59 +01:00
D4rkl1ght3r d7115f35a4 Update Infocards Story Arc Mission Titles 2026-11-08 17:54:30 +01:00
D4rkl1ght3r e734448b14 story_arc2_m01: NNPath 2026-11-08 17:53:48 +01:00
D4rkl1ght3r ccaa2bd551 story_arc2_m01: offer base 2026-11-08 15:07:49 +01:00
D4rkl1ght3r 8155ec60be story_arc2_m01: ActTrig 2026-11-08 15:02:28 +01:00
D4rkl1ght3r 509f495466 story_arc2_m01: PopUpDialog 2026-11-08 15:00:59 +01:00
D4rkl1ght3r b2d2709d72 Update Infocards.lua 2026-11-08 15:00:27 +01:00
D4rkl1ght3r 0ad74707a6 Update Infocards.lua 2026-11-08 14:44:13 +01:00
D4rkl1ght3r cf872397a2 story_arc2_m01: Template 2026-11-08 14:44:01 +01:00
flathack 5bfdee7fdb Update x64 client for asteroid view distance quality profiles
Ship REM-Client 18b7816e2d900a23f2fc8628a76b93f2e4822a20 (Release|x64).
The existing REM view-distance control now selects Low, Medium, High or Ultra
and scales GPU reach, fallback drawing, distant impostors and background baking.
Ultra retains the previous drawing budgets and custom legacy reach.

Refresh the tested client binaries, default asteroid_quality=3 and exact source
provenance. The package, ZIP, REM-Mod and installed Lutris game use this build.

Validation: client/renderer builds, 400 range checks and four native flight
profiles; 11,141 runtime/data files matched at deployment and 252 runtime files
were reverified after committing source. Saves and settings remain unchanged.
2026-11-08 14:10:36 +01:00
flathack 9f3ddfa78e Update x64 client for nebula occlusion and sun burn-through fixes
Ship REM-Client 0f4e83cce7dca8dab59931cfb2830d5fa30b0a96 (Release|x64).
Includes upstream 4ac727e0 and its AtmosphereSaturation default of 0.5.

Fix remote nebula overlays inside native fog and preserve authored solar
burn-through with finite-depth foreground extinction and opaque occlusion.
Refresh the compiled client DLLs and record the exact source/build hashes.

Validation: complete x64 build, 32 repeated GPU regression cases across all
four quality levels, image assertions, and 11,141 matching runtime/data files
between REM-Mod and the installed Lutris game. Saves and settings unchanged.
2026-11-08 12:18:34 +01:00
NekuraMew 41a661d031 New REM client: REM-Client 4ac727e0, 64-bit (AtmosphereSaturation 0.5: no hard yellow-green line at the rim of earth-like planets) 2026-11-08 12:07:20 +01:00
flathack 447a82f05e Update x64 client for nebula quality, performance and sculpted shapes
Deploy REM-Client 8cbe4a7030259bb0ef71cc2089e1aa01325c7dd0 (Release|x64).
Includes four live detail profiles, continuous distant visibility, carved
bays and bent arms, shape-aware exclusions and conservative rendering
optimizations for weaker GPUs. Gameplay zone geometry remains unchanged.

Update the complete compiled client and record its committed source and
renderer hash in BUILD_INFO.txt. The same runtime is installed in Lutris;
all 11,141 audited runtime/data files match and saves were preserved.

Validated CPU/shader checks, 55 GPU regression cases and client startup.
2026-11-08 10:31:22 +01:00
NekuraMew 4c3b8166ae New REM client: REM-Client dc29f79, 64-bit (planet atmospheres: a thin, mostly blue haze over the surface, the coloured glow at the rim) 2026-11-08 04:53:26 +01:00
D4rkl1ght3r 05521daa90 story_arc1_m02: Cnd_Timer Formation 2026-11-08 04:50:28 +01:00
NekuraMew aa9f3b8e66 New REM client: REM-Client 75e5e3a, 64-bit (BC7 ships drawn opaque; planet atmospheres no longer veil the disc - Br03 planets back to their colours) 2026-11-08 04:36:30 +01:00
D4rkl1ght3r e6aea100f5 Merge branch 'new-rem-client' of https://git.rem-freelancer.moe/REM-Freelancer/REM-Mod into new-rem-client 2026-11-08 04:35:16 +01:00
D4rkl1ght3r 3ba39543a8 story_arc1_m01: EtherComm Delay 2026-11-08 04:35:14 +01:00
NekuraMew 4d5a835b40 New REM client: REM-Client 2958e8f, 64-bit (BC4 height / roughness / metalness maps load) 2026-11-08 04:19:09 +01:00
NekuraMew 116750b9fe New REM client: REM-Client c3e33c9, 64-bit (non-square DDS textures: no grey BC7 sky, no stripes on DXT) 2026-11-08 03:44:53 +01:00
D4rkl1ght3r 4f73e75b99 story_arc1_m01: EtherComm 2026-11-08 03:15:30 +01:00
D4rkl1ght3r 3432e7aee5 story_arc1_m01: EtherComm 2026-11-08 03:08:54 +01:00
NekuraMew dc1c548435 New REM client: REM-Client c8e0399, 64-bit (BC7 textures: DDS with a DX10 header load) 2026-11-08 02:59:27 +01:00
D4rkl1ght3r 9a6d39cc3f story_arc1_m02: PopUpDialog 2026-11-08 02:53:18 +01:00
D4rkl1ght3r 7dcc946ebb story_arc1_m02: Remove SpawnFormation 2026-11-08 02:25:15 +01:00
D4rkl1ght3r b539456dd7 story_arc1_m02: GiveObjList 2026-11-08 02:09:43 +01:00
D4rkl1ght3r 334139834e story_arc1_m02: Fix SpawnFormation 2026-11-08 01:36:25 +01:00
NekuraMew cb0d3e77e7 New REM client: REM-Client f4d3e1a, 64-bit (nebula performance from main; the target's hit parts in FLSpew for the hit diagnostics) 2026-11-08 01:30:00 +01:00
flathack 5498cb44a0 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.
2026-11-08 01:29:17 +01:00
flathack 16746d519e Fix nebula lighting and distant flicker
Update the renderer from REM-Client b0d47563bfbc08a36e1e74c7a876a0d02270fea9.

Filter the 3D noise volume and puff details to reduce distant aliasing. Adapt
temporal accumulation to per-pixel parallax, constrain self-shadowing to the
nebula hull and exclusion zones, respect PlanetShadows, and remove the abrupt
six-to-three shadow-probe switch. Performance changes follow separately.

Keep the existing new-rem-client runtime, ART assets and missions. Update only
the renderer and its build information.
RP8.dll SHA-256: 614b64e7b507c255ba23d03e0c594a8db360148ce43d9d618b377dc4176b1f51.
2026-11-08 01:28:10 +01:00
D4rkl1ght3r 5d3466fe45 story_arc1_m02: Formation Trigger 2026-11-08 01:08:16 +01:00
D4rkl1ght3r af74cafbc2 story_arc1_m02: Formation Section 2026-11-08 01:00:52 +01:00
D4rkl1ght3r a266295598 story_arc1_m02: Act_PlayTHN Time & Act_SpawnFormation 2026-11-08 00:48:10 +01:00
NekuraMew e1ef231d0e New REM client: REM-Client 44e527f, 64-bit (the collision body of NPCs and other ships is where they are drawn again - it flew a physics step ahead, shots at ships flying across passed behind it) 2026-11-08 00:39:33 +01:00
D4rkl1ght3r 388bc7fe04 story_arc1_m02: EtherComm Delay & Act_Lockdock 2026-11-08 00:34:48 +01:00
D4rkl1ght3r 0a1ebe7309 story_arc1_m02: Act_Trig 2026-11-08 00:21:00 +01:00
D4rkl1ght3r 5adf4f4643 story_arc1_m02: EtherComm Delay & Fix 2026-11-08 00:13:09 +01:00
D4rkl1ght3r 26968fa980 story_arc1_m02: EtherComm 2026-11-07 23:58:59 +01:00
D4rkl1ght3r 4d878d4ec2 story_arc1_m02: Fix ActTrig 2026-11-07 23:44:43 +01:00
D4rkl1ght3r 20f0912ebe story_arc1_m02: Interlude Section 2026-11-07 23:37:05 +01:00
NekuraMew e5d86826de New REM client: REM-Client 428f664, 64-bit (NPC hit shapes no longer fall behind the drawn ship after a second without net states - shots on a WLAN flew through) 2026-11-07 23:29:08 +01:00
D4rkl1ght3r 3a3c9d0a42 story_arc1_m02: faction & ChangeState 2026-11-07 23:07:28 +01:00
D4rkl1ght3r e68ca98802 story_arc1_m01: Cnd_Timer 2026-11-07 22:57:09 +01:00
NekuraMew 8914972966 New REM client: REM-Client a977dc0, 64-bit (PM tabs and windows at the top right, one under the other, clear of the weapons panel; own PMs no longer slip into the running chat) 2026-11-07 22:48:48 +01:00
D4rkl1ght3r 5ac62a1a7d story_arc1_m01: Cnd_DistVec 2026-11-07 22:44:06 +01:00
D4rkl1ght3r 17ae4ccfec story_arc1_m02: story_requires 2026-11-07 22:41:08 +01:00
D4rkl1ght3r fcce74fa40 Update Infocards 2026-11-07 22:37:45 +01:00
D4rkl1ght3r a0604d7b43 story_arc1_m01: offer_title_id 2026-11-07 22:37:31 +01:00
D4rkl1ght3r 732f565243 story_arc1_m02: offer_title_id 2026-11-07 22:37:13 +01:00