Repository navigation
Test build: crashes in the game's memory manager, all GPU writes checked (#29, #32, #35, #1)
Pre-releaseTest build for #29, #32, #35 and #1. Not a release: the launcher does not offer it as an update. It is 0.51-linux.18 plus what is waiting for the next release, and it replaces test-issue32-2 and test-issue1-1 (it has everything from both).
Crashes in the game's memory manager (#29, #32, #35). When the texture cache is short of video memory, it saves textures the GPU drew back into the game's memory before freeing them, and the earlier test builds check first that the game has not reused that memory. That check only knew the memory of textures the GPU drew into with a draw or a shader. Textures it wrote by a copy, a resize or a clear were saved back unchecked, and a session with the earlier build still crashed at 0x208599f (#29). Every way the GPU writes a texture is covered now.
Also in this build (from test-issue1-1):
- Motion blur stuck after lamp travel (#1): a fix from upstream bbport 0.7.
- Camera motion vectors with NaN or out-of-range values no longer reach the upscaler (from Awaken's Lantern Engine).
- FSR 3.1 no longer uses protected memory on Ryzen Z1 handhelds (ROG Ally, Legion Go) (from upstream 0.7, by iannitram).
- The point lights' shadow cubes are cleared one face at a time as the game asks (from upstream 0.7).
- The direct mouse camera is on by default, as in bbport 0.6 (#31).
- The log's first line now says which version and build ran.
What would help: play as usual, and attach the log in your issue whether or not it crashes (Advanced → Developer → Save the log and statistics to a file; it goes to ~/.local/share/bbport/logs).
SHA-256: 7a5f607d9ed51b6912198008b5283cc954fcd9d67f1500cfb09ce0064d564eaf
Includes Lantern Engine by Awaken (https://github.com/Awakenchan/LanternEngine).