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Kokiri's lighting back, with menu text; faster second starts
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Back up user\save, or build over the same folder with the same .nup: it skips re-reading the game.
Kokiri's lighting is back, with menu text
- The shaded forest from
pointer-lightingis back, and menu, title and save text show (#92, #93). That release blanked the text because the change also ran in shaders that had no access to the game's memory. Text was checked in English, French, German and Brazilian Portuguese.
Faster second starts
- Shaders that read the game's memory used to change every run, so the graphics driver recompiled them at every start. They are now the same each run, and from the second start on they come from the driver's cache. This should help most on AMD cards, which took 5-6 seconds per shader on a first start (#82, #97).
Fewer black screens
- On 4 GB cards, a full VRAM no longer leaves the screen black; textures that don't fit go to system memory instead (#96). Slower, but drawn.
- Fixed a GPU crash ("device lost") that could happen when entering Kokiri Forest.
Builder
- "stdio.h not found" with Visual Studio installed (#89): the Windows SDK is now found even when it was installed separately, and the message names the right component.
undefined symbol: __iob_funcat the end of the compile (#80): an old Visual Studio's C library was being used. The builder now ignores it and catches this before the 40-minute build.- Builds that sat at 0% CPU (#87): the builder now keeps the PC awake and stops Windows from throttling the build, and shows the build's output as it happens.