GunMetal-DX stage 1: renderer fixes, loading-avatar stand-ins, ortho camera + roll, TIFF, sound-notecard upload #1206

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opened 2026-10-28 16:33:54 +00:00 by sky_line · 1 comment
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Part of #1205.

  • (#10) Renderer correctness fixes, each verified against dev first:
    • (a) HUD child poses refreshed every frame (llcleaningest noteObjectMoved);
    • (b) the alpha dissolve cutoff honoured for gradient textures (clean_mask_cutoff);
    • (c) texture-animated mask and blend casters re-noted, so their shadows animate;
    • (d) glTF BLEND never auto-masked, and RenderCleanAutoMaskMaxGradient 0.15 -> 0. This reverses a choice of ours: A/B screenshot first, owner decides;
    • (e) icon / thumbnail known-draw-size power-of-two and refetch fix;
    • (f) saneNear uses MIN_NEAR_PLANE.
  • (#11) Loading avatars: grey per-part stand-ins while bakes load (GMDXDrawLoadingAvatars), no particle cloud.
  • (#17) Orthographic camera and camera roll / portrait: FSCameraOrtho, Auto Perspective on move, the ortho frustum in the cull camera, 90-degree roll. This is a prerequisite for the region capture in stage 4.
  • (#22) Baseline TIFF image import (llimagetiff).
  • (#27) LL's bulk sound-notecard upload (llsoundnotecardupload, LL's own code).

Source: GunMetal-DX by squeedledorf (https://github.com/squeedledorf/GunMetal-DX), v0.3.0 = cf5f1f4, based on our d37288cfec. LGPL 2.1, a public release. Credit in code comments and in the About / release notes. The per-feature evaluation (local) is in research/GUNMETAL_DX_2026-10-28.md; the section 3 table numbers are quoted as (#n).

For every stage:

  • Port by hand onto current dev. Their base is 44+ commits behind, and the renderer files have moved on.
  • Strip their settings down to the few that earn a place (minimal config space). Experiment toggles are Persist=0.
  • Never take their custom SDL3 build (SDL3-3.4.18-gmdx1), updater, crash reporter, installer or branding.
Part of #1205. - **(#10) Renderer correctness fixes**, each verified against dev first: - (a) HUD child poses refreshed every frame (llcleaningest noteObjectMoved); - (b) the alpha dissolve cutoff honoured for gradient textures (clean_mask_cutoff); - (c) texture-animated mask and blend casters re-noted, so their shadows animate; - (d) glTF BLEND never auto-masked, and RenderCleanAutoMaskMaxGradient 0.15 -> 0. This reverses a choice of ours: A/B screenshot first, owner decides; - (e) icon / thumbnail known-draw-size power-of-two and refetch fix; - (f) saneNear uses MIN_NEAR_PLANE. - **(#11) Loading avatars:** grey per-part stand-ins while bakes load (GMDXDrawLoadingAvatars), no particle cloud. - **(#17) Orthographic camera and camera roll / portrait:** FSCameraOrtho, Auto Perspective on move, the ortho frustum in the cull camera, 90-degree roll. This is a prerequisite for the region capture in stage 4. - **(#22) Baseline TIFF image import** (llimagetiff). - **(#27) LL's bulk sound-notecard upload** (llsoundnotecardupload, LL's own code). Source: GunMetal-DX by squeedledorf (https://github.com/squeedledorf/GunMetal-DX), v0.3.0 = cf5f1f4, based on our d37288cfec. LGPL 2.1, a public release. Credit in code comments and in the About / release notes. The per-feature evaluation (local) is in research/GUNMETAL_DX_2026-10-28.md; the section 3 table numbers are quoted as (#n). **For every stage:** - Port by hand onto current dev. Their base is 44+ commits behind, and the renderer files have moved on. - Strip their settings down to the few that earn a place (minimal config space). Experiment toggles are Persist=0. - Never take their custom SDL3 build (SDL3-3.4.18-gmdx1), updater, crash reporter, installer or branding.
sky_line added this to the Slipstream project 2026-10-28 16:33:54 +00:00
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Shipped in 1.5.0 Beta 5 (2026-10-29).

Shipped in **1.5.0 Beta 5** (2026-10-29).
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