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# Auto detect text files and perform LF normalization | ||
* text=auto | ||
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# Custom for Visual Studio | ||
*.cs diff=csharp | ||
*.sln merge=union | ||
*.csproj merge=union | ||
*.vbproj merge=union | ||
*.fsproj merge=union | ||
*.dbproj merge=union | ||
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# Standard to msysgit | ||
*.doc diff=astextplain | ||
*.DOC diff=astextplain | ||
*.docx diff=astextplain | ||
*.DOCX diff=astextplain | ||
*.dot diff=astextplain | ||
*.DOT diff=astextplain | ||
*.pdf diff=astextplain | ||
*.PDF diff=astextplain | ||
*.rtf diff=astextplain | ||
*.RTF diff=astextplain |
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Feel free to add to this list anything that comes to mind that would be related to modifying the COP source. | ||
If you've implemented a given feature already by experimenting on the CS source, put a star next to it. | ||
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1) Convert to 64-bit (to allow more than 4gb RAM to be used) | ||
2) Multi-thread the engine for up to 4 cores | ||
3) Solve stuttering problem (likely due to LuaJit. Solution would be to upgrade it to newest version and then rewrite all the lua files to conform with it) | ||
4) Solve problem with COP sometimes not loading correctly upon launch on some systems as well as not always exiting properly and still running as a background task. | ||
5) Get BugTrap to spit out better error logs | ||
6) Solve problem with stealth mechanics | ||
7) Fix shadow bug in DX10 where a big world shadow appears and disappears depending on what angle you are in relation to the sun | ||
8) Eliminate usage of precompiled shaders so they can all be modified at will like in SOC | ||
9) When DX12 comes out, add DX12 renderer (doesn't sound like it has much new graphics-wise, but it is crazy faster than DX11) | ||
10) Allow more than 2 ammo types per weapon without screwed up/missing UI ammo count | ||
11) Allow environment mapping for weapons not on DX8 (I found the file responsible, just need someone to implement it) | ||
12) Allow .seq files to be given a stop frame/point (animated blood puddles underneath bodies anyone?) | ||
13) Allow wallmarks to have bump and bump# usage (for glossy blood and for bullet-holes that do things like take small chunks out of cement) | ||
14) Better tessellation in DX11/12. Modify current method plus implement artist controlled displacement mapping or something else that allows more control over usage | ||
15) 3D shell casings (I know this can sorta be done in only LUA, but it would be simpler just to hardcode it) | ||
16) Replace current shadowing system with one with better antialiasing and less "noise" when a character is in an interior and moving around | ||
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SDK | ||
1) Less errors and crashes, loads of these. | ||
2) Visible level-loaded decals and the ability to see decals that aren't just 'wallmarkblend' type. | ||
3) 'Undo' function that doesn't take minutes to do and actually works properly. | ||
4) Better performance |
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Call of Pripyat expansion | ||
========================= | ||
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This repository will soon contain the Stalker: Call of Pripyat source code version 1.6.02. | ||
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In the meantime, it is a place to share ideas on what to implement, gather people that | ||
want to work on the engine, and experiment on the currently released CS source code. |
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#------------------------------------------------------------------------------ | ||
VERSION = BWS.01 | ||
#------------------------------------------------------------------------------ | ||
!ifndef ROOT | ||
ROOT = $(MAKEDIR)\.. | ||
!endif | ||
#------------------------------------------------------------------------------ | ||
MAKE = $(ROOT)\bin\make.exe -$(MAKEFLAGS) -f$** | ||
DCC = $(ROOT)\bin\dcc32.exe $** | ||
BRCC = $(ROOT)\bin\brcc32.exe $** | ||
#------------------------------------------------------------------------------ | ||
PROJECTS = xrCoreB.dll xrSoundB.dll xrParticlesB.dll xrEPropsB.dll xrECoreB.dll \ | ||
ActorEditor.exe ParticleEditor.exe ShaderEditor.exe LevelEditor.exe | ||
#------------------------------------------------------------------------------ | ||
default: $(PROJECTS) | ||
#------------------------------------------------------------------------------ | ||
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xrCoreB.dll: xrCore\xrCoreB.bpr | ||
$(ROOT)\bin\bpr2mak $** | ||
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak | ||
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xrSoundB.dll: xrSound\xrSoundB.bpr | ||
$(ROOT)\bin\bpr2mak $** | ||
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak | ||
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xrParticlesB.dll: xrParticles\xrParticlesB.bpr | ||
$(ROOT)\bin\bpr2mak $** | ||
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak | ||
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xrEPropsB.dll: editors\xrEProps\xrEPropsB.bpr | ||
$(ROOT)\bin\bpr2mak $** | ||
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak | ||
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xrECoreB.dll: editors\ECore\xrECoreB.bpr | ||
$(ROOT)\bin\bpr2mak $** | ||
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak | ||
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ActorEditor.exe: editors\ActorEditor\ActorEditor.bpr | ||
$(ROOT)\bin\bpr2mak $** | ||
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak | ||
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ParticleEditor.exe: editors\ParticleEditor\ParticleEditor.bpr | ||
$(ROOT)\bin\bpr2mak $** | ||
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak | ||
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ShaderEditor.exe: editors\ShaderEditor\ShaderEditor.bpr | ||
$(ROOT)\bin\bpr2mak $** | ||
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak | ||
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LevelEditor.exe: editors\LevelEditor\LevelEditor.bpr | ||
$(ROOT)\bin\bpr2mak $** | ||
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak | ||
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