1.9.0-beta6.3 Released
<i>This post was originally made by <b>danij</b> on the dengDevs blog. It was posted under the categories: Beta 6, Engine, Games, Launchers, Mac OS X, Releases, SourceForge, Version 1.9, Windows.</i>
Version 1.9.0-beta6.3 has been released and can be <a href="http://sourceforge.net/project/platformdownload.php?group_id=74815">downloaded from SourceForge.net</a>.
<a href="http://dengine.net/dew/index.php?title=Doomsday_version_1.9.0-beta6.3">Release notes</a> are in the wiki as usual.
Version 1.9.0-beta6.3 has been released and can be <a href="http://sourceforge.net/project/platformdownload.php?group_id=74815">downloaded from SourceForge.net</a>.
<a href="http://dengine.net/dew/index.php?title=Doomsday_version_1.9.0-beta6.3">Release notes</a> are in the wiki as usual.
Comments
<strong>EDIT</strong>: Something strange going on right now. Debug build, everything works fine, all games. However with a release build, the only game that works is DOOM2.
<strong>EDIT2</strong>: Its looking like heap corruption. Most likely a rogue Z_Malloc/free pairing has crept in somewhere.
Maybe it's a buffer overrun somewhere? The memory zone isn't protected against writing in any way...
Hopefully it shouldn't take me too long to resolve.
<b>EDIT:</b> Ran into problems: after changing the resolution in the control panel, most of the control panel UI textures were missing. Trying a texreset lead to a crash. Investigating...
<b>EDIT2:</b> Fixed the crash (OpenGL accessed in the wrong thread). Any idea on why the UI textures go missing? Note that I'm using windowed mode.
I did notice a small usability issue with the control panel in that any slider which adjusts the value of a cvar with a callback is updated every time the slider position changes (for example, texture quality slider). A better approach would be to take a copy of the cvar's value when the slider gains focus, update the copy while focussed and then set the cvar when the slider then loses focus.
<strong>EDIT</strong>: I've not yet wrapped the UI textures with the gltexture interface so provided that <tt>UI_LoadTextures</tt> is still being called <em>post-texreset</em>, they should still be working as before. Perhaps we are missing a call to <tt>UI_ClearTextures</tt>?
<strong>EDIT2</strong>: I remember fixing a problem with the deferred upload. The issue was that we were trying to use texture names after a GL reset which had been reserved before the reset. Perhaps something similar is going on with the UI texture upload?
<strong>EDIT3</strong>: I've just tried a resolution change in windowed mode via the control panel and I too am getting the missing UI textures problem. The problem is also occuring when using the <tt>setres</tt> console command. The problem seems to be that <tt>UI_LoadTextures</tt> is simply not being called post GL reset.
So clearly, whatever should be calling <tt>UI_LoadTextures</tt> post reset is not being reached, which could mean that there is a larger issue here.
I'm thinking we should keep the version number at Beta6.3, just note that it's the June 7 build, not May 31.
<b>EDIT:</b> Done. Release date adjusted to June 7.
<strong>EDIT</strong>: I guess all that remains to be done is to generate a project news item over at SourceForge and to post an update at the forums. I'll go do the forum post.
<b>EDIT:</b> Also, source package uploaded.