{"id":1395,"date":"2010-06-29T00:34:19","date_gmt":"2010-06-28T13:34:19","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=1395"},"modified":"2010-06-29T01:06:58","modified_gmt":"2010-06-28T14:06:58","slug":"a-day-of-rest-or-not","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2010\/06\/29\/a-day-of-rest-or-not\/","title":{"rendered":"A day of rest… or not."},"content":{"rendered":"
So after pushing out all those bug fixes yesterday, I decided to take a day away from the MT2 codebase, before starting on work toward MS2.<\/p>\n
…and it didn’t really work out. \u00a0I ended up spending much of this “day off” playing with MT2’s shaders, just for fun. \u00a0As part of that, I found the causes of the weird visuals on grass on ATI cards (my own fault; \u00a0I had actually already fixed it on my ATI machine, and then forgot to commit the fix so that it’d be included as part of the 1.04 build) \u00a0I also found that for some reason which I don’t currently understand, the floaters (the red numbers that appear when you place buildings) are causing really strange fog effects on ATI cards. \u00a0I’m completely baffled by this, so I just disabled those floaters for now. \u00a0They weren’t giving any useful information in the MS1 build anyway; \u00a0I can figure out what’s going wrong with them later on.<\/p>\n
While I was playing with shaders, I also switched to a nicer fog implementation. \u00a0Higher quality, fixes some other fog glitches on ATI cards, and actually runs a lot faster, too.<\/p>\n
No other changes in this build. \u00a0So unless you’re running on an ATI card, it’s probably not worth bothering with the update. \u00a0But you ATI users, this one’s for you. \u00a0It’s MS1.05:<\/p>\n