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I noticed that instead of those polygons sticking out, rotfiends became invisible for me. It's possible it's caused by the same bug as invisible monsters, so I'll wait for that to be fixed to confirm before closing this one.
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Thanks! Yeah, it's kind of tedious, especially if you have a lot of revisions in between the last known good one and current master. I saved some time focusing on changes to radeonsi here (in addition to regular binary search bisection).
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Wish I wouldn't be that lazy nowadays to compile myself.
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Yes, caves patch is in review already, and invisible monsters one is still a hack so will be manual for now. I'll test it later today. Building Wine can be easy, but gets more tedious with customization. I spent some time writing automation scripts for the whole thing (including partial staging and manual patching). If you are lazy, write scripts to do the repetitive work ;)
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#!/bin/sh
cd wine
git checkout .
git clean -f
git pull
cd ../wine-staging
git pull
cd patches
./patchinstall.sh DESTDIR=../../wine wined3d-buffer_create wined3d-Copy_Resource_Typeless d3d11-Deferred_Context wined3d-GenerateMips
cd ../../wine
CFLAGS="-march=native -O3" CXXFLAGS="-march=native -O3" CC=gcc-7 CXX=g++-7 ./configure --enable-win64 --disable-tests --prefix=/opt/wine-witcher
make -j 4
sudo make install
From time to time it needs a bit of tweaking, like checking out a specific wine revision to get the staging patches to apply correctly, or to add a manual patch like now with the invisible ground fix. But once you have even those few lines in place, doing a new build is really painless.
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You can override branch there as needed (with env variable).
I.e. for example:
wine_branch=wine-2.21 ./tw3_wine_build.sh
Since current staging fell behind.
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https://pastebin.com/raw/X3qmauUF
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Though now there is a problem with invisible monsters fix. It causes a freeze again :(
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With distorted monsters fix, now this new freeze is the only major issue left it seems.