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  Discovery Gaming Community The Community Freelancer Forum
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Librelancer 2019.08

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Librelancer 2019.08
Offline Ichiru
10-05-2017, 06:11 AM,
#61
Librelancer, LancerEdit
Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev

Version 2017.10 is now released (check first post)

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Offline Ichiru
10-29-2017, 07:35 AM,
#62
Librelancer, LancerEdit
Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev

Here's some fun with me trying to get planet THNs to work. I myself think these are a bit more interesting than the vanilla engine gives you.




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Offline Ichiru
11-01-2017, 04:49 PM,
#63
Librelancer, LancerEdit
Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev

Planet New Berlin - with some clicky buttons


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Offline Ichiru
11-04-2017, 04:52 PM,
#64
Librelancer, LancerEdit
Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev

Docking to Planet Manhattan!


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Offline Ichiru
12-06-2017, 03:37 AM,
#65
Librelancer, LancerEdit
Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev

Moved the website to https://librelancer.github.io
Edit requests are welcome to https://github.com/Librelancer/librelancer.github.io

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Offline Ichiru
01-08-2018, 03:51 PM,
#66
Librelancer, LancerEdit
Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev

[Image: 5go232Vl.png]


Full Size (720p)


Working on the addition of a Forward+ rendering pipeline to the engine. This will allow for a lot more lights to be present at one time in a scene, point lights attached to the light sprites here as an example.

This feature requires an OpenGL 4.3 implementation, which limits it to Windows and Linux on modern graphics cards only (someone @apple fix your crap honestly). For now it's not enabled 100% of the time due to some culling regressions which should soon be fixed.

Extensions to the data will be in the form of light parameters for light equipment, and light particles in ALE.

For those with iGPUs don't fear this is toggleable and the traditional renderer is still available regardless (and runs at 60fps 1080p on my HD 515 - but on an intel 945m you get 4 lol).

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Offline Ichiru
05-11-2018, 06:45 AM,
#67
Librelancer, LancerEdit
Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev

Website moved to its own domain/VPS https://librelancer.net

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Offline Ichiru
12-14-2018, 03:26 PM,
#68
Librelancer, LancerEdit
Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev

2018.12 is now released, featuring the new toolkit.

https://librelancer.net/downloads.html

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Offline LaWey
12-24-2018, 04:35 PM, (This post was last modified: 12-29-2018, 12:04 AM by LaWey.)
#69
SCEC studying YOU
Posts: 1,270
Threads: 65
Joined: Jan 2018

Hm, i set on my potato all proper sausage: NET 4.7, required VC redistributables, ensured it have 3.3 OpenGl drivers, but still cant eat it.

Code:
Value cannot be null.
Parameter name: ptr
   at System.Runtime.InteropServices.Marshal.GetDelegateForFunctionPointer(IntPtr ptr, Type t)
   at LibreLancer.GL.Load(Func`3 getprocaddress)
   at LibreLancer.Game.Run()
   at LancerEdit.Program.Main(String[] args)

Same for any exe, with respectively different bin name in last line. Have i any chances gain freedom from milkshape?

UPD: Solved, that was caused by usage of glMemoryBarrier (which appear only from OpenGL 4.2, and of course doesnt exist on my 3.3 potato) in SystemRenderer. (also funny it have comments about no needed, its indeed Big Grin).
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Offline Ichiru
01-13-2019, 12:38 AM,
#70
Librelancer, LancerEdit
Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev

2019.01 is now released fixing some bugs and improving performance.

https://librelancer.net/downloads.html

@"Anton Okunev" Will file a github issue for the next update. Didn't actually have anything that didn't support GL 3.2 and not 4.2 so didn't realise that entry point was not handling the null case Smile

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