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JK2 Vita 0.9.82 - Playtest Build

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@NDRWhun NDRWhun released this 28 Jul 12:19

JK2VITA 0.9.82 playtest

Performance

  • Static world VBO — world geometry lives in GPU buffers, only indices per frame (r_worldVBO, default on)
  • Lightmap atlasing — lightmaps packed into 512x512 pages so world surfaces batch (r_mergeLightmaps, default on)
  • Script-authored world shaders now batch too — 88% surface residency on artus
  • Inlined the hot vec3 and clamp helpers
  • Cut per-vertex work out of the world marshal path
  • Vertex range supplied on indexed draws
  • 16-bit tess indices

Fixes

  • Dynamic lights drew past their vertex buffer
  • Console text was treated as a format string
  • NaN checks were folded away by -ffast-math
  • Fog and lightmap brightness in the world VBO path
  • Patch surfaces lost dynamic lighting across a tess flush
  • Lightmap seams at atlas page edges
  • Render thread outlived window teardown
  • Frame buffer flipped on a mid-frame flush
  • Level-load teardown freed textures the backend was reading
  • Stale pre-skin pointer on recycled Ghoul2 surfaces
  • r_picmip floor of 1 was documented but not applied
  • Sound pool forced to 64 MB; now the stock 25 MB

Controls

  • Default binds apply on first launch only, so rebinds persist. vita_defaultBinds 1 + relaunch restores them.

LiveArea

  • Custom launch button, new background

Build

  • Single build target
  • Version derived from one variable; reports OpenJO: JK2VITA-0.9.82
  • Builds from a clean clone with VitaSDK and the submodules

Requirements

  • libshacccg.suprx and your own JK2 base/ PK3s — see the README