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bsp_regen's Issues

Convert Cubemap indices

Titanfall

Cubemaps indexed by MaterialSort.cubemap

Titanfall2

MaterialSort.cubemap is always 0
Cubemaps indexed by Meshes.cubemap

Meshes.cubemap is a previously unused int8_t just after vertex_type

Too many GeoSets error

Broke something in the GeoSet / Primitive generating code
9cb93bc works (but only on Windows)
f1de2bd doesn't

Will have to take a closer look at the diff to figure out why
Probably messed up some variable renaming
Or bounds checking math if I'm really unlucky

Test automated builds

Use bsp_tool to confirm the output .bsp made changes:

  • GAME_LUMP (0x23): StaticProp struct v12 -> v13
  • LIGHTPROBE_REFERENCES (0x68): using titanfall2 struct (+4 bytes per entry)
  • LIGHTMAP_DATA_REAL_TIME_LIGHTS (0x69): 4 -> 9 bytes per texel

Confirming TriColl (#1) length changes will be a little harder

Write correct lump headers

Current build (2e83d36) creates a .bsp w/ blank lump header
The rest of the data is ok, but the game engine will think the file is empty / corrupt

Build system polish

Testing multiple build systems gets messy fast:
bsp_regen_mess
Would be nice to hide these files away someplace (if possible)

Oh, and add cmake --build . --config Release to .github/workflows/build.yml
Debug builds aren't that useful to non-developers, since they can't run them

I wouldn't wish having to install 50GBs of Visual Studio on my worst enemy

Finally, when I was going through the CMake tutorial I stopped just before adding a --version argument
Including the commit, build date & build system would be nice too

Summary

  • cleaner top directory after building
  • both Release & Debug builds in MSVC automated builds
  • --version flag

Prepare for v1.0.0

With TriColl support (#8) we're just about ready for v1.0.0
So, we make a proper release
But before that, I have some things I want cleaned up:

  • Build script / instructions for MSVC (build_msvc.bat should do the job)
  • Rename convert.exe to bsp_regen.exe
  • Bugfixes:

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