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3db7990d6c6ba471b771f7aa36214236c5584cfc
BT411
/
engine
T
History
Joe DiPrima
3db7990d6c
Merge Cyd's glass-palette-token: the dirty-skip repaint token now folds in a palette write generation -- the ColorMapper family (armor rosette tints, adpal damage flash) animates via CLUT writes with zero pixel churn, so palette-expanding glass windows held stale colors while the D3D surround tracked live. Generation bumps only on a REAL entry change (the flash writes identical RGB at zero damage every Execute).
2026-08-12 10:57:18 -05:00
..
lib
Audio: ENABLE sound -- real OpenAL + in-tree WAV loader; both backend DLLs were no-op STUBS (task
#50
)
2026-07-15 18:55:33 -05:00
MUNGA
#156
layer 2+3, both field-caught watching the fade live: (a) the fade-out completed into a phase-0 re-arm that RESTORED normal fog for the ~2s before teardown -- the binary's zone fog stays closed, so the machine now holds a terminal black phase until the next MissionStarting edge; (b) the 3.0s end window itself never existed on ANY node: a REPLICANT player copy mirrors the remote master's MissionEndingState through its record header, and its never-armed fadeTimeRemaining (<=0 at first tick) dispatched the second StopMission instantly -- Stop() killed the mission loop before the fade could render ([fade-clk] receipts: a clean 3->2.976->... countdown interleaved with a stray remaining=-0.976). ManageApplicationStatus is now owner-gated (a replicant player must never drive application state -- the same authority discipline as scoring). This was the FIELD half of the no-fade report too: steam nodes hold up to 7 replicant players, any of which cut the window to ~one record heartbeat. Receipts now: 124-tick single countdown, phases 1-5 on both nodes, fade rendered + black held to teardown.
2026-08-12 01:43:14 -05:00
MUNGA_L4
Merge Cyd's glass-palette-token: the dirty-skip repaint token now folds in a palette write generation -- the ColorMapper family (armor rosette tints, adpal damage flash) animates via CLUT writes with zero pixel churn, so palette-expanding glass windows held stale colors while the D3D surround tracked live. Generation bumps only on a REAL entry change (the flash writes identical RGB at zero damage every Execute).
2026-08-12 10:57:18 -05:00
rp
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00
shim
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00
DPLSTUB.h
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00
LOGGER.h
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00