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Changelog

Full changelog of IX-Ray 1.6 project

Release 0.10 (April 2024)

Common

  • Improved CMake projects structure (@ForserX)
  • Implemented changelog builder (@Drombeys)
  • Published RelWithDebInfo configuration in publish-engine job (@Drombeys)
  • Disabled ImGui debug render on Release build (@ForserX)
  • Updated magic_enum dependency (@ForserX)
  • Moved MagicFM into 3rd Party directory (@ForserX)
  • Replaced DirectPlay 8 with GameNetworkingSockets in xrNetServer (@ForserX, @acidicMercury8)
  • Added LuaUtf8 plugin (@ForserX)
  • Updated application icon (@Drombeys)
  • Fixed warnings (@Drombeys, @ForserX)
  • Replaced xr_new use with redefined allocator (@ForserX)
  • Added LuaPanda sources (@ForserX)
  • Added LuaSocket sources (@ForserX)
  • Added LZO sources (@ForserX)
  • Added LuaXML plugin (@ForserX)
  • Added upgraded OPCODE files (@ForserX)
  • Added GDB config (@ForserX, @vertver)
  • Implemented basic Linux support (@ForserX)
  • Added compressor option to CMake (@ForserX)
  • Added oneTBB NuGet package (@ForserX, @acidicMercury8)

Engine

  • Initialized gamepad support (@ForserX)
  • Moved logging in separate thread (@Drombeys, @Giperion, @ForserX)
  • Implemented XMLOverride subsystem (@ForserX)
  • Implemented DLTX support (@ForserX)
  • Fixed iterators definition (@Drombeys)
  • Resolved multiple memory corruption issues (@ForserX)
  • Refactored g_actor external (@Hozar2002)
  • Fixed xrCore build on ARM64 (@ForserX)
  • Fixed application not closing on window manager request (@ggGhosTt)
  • Added $arch_dir_addons$ for addons (@ForserX)
  • Removed .0000 from float/double to xr_string conversion (@ForserX)
  • Fixed XML Expression work without Actor ptr (@ForserX)
  • Reworked Core.Params using (@ForserX)
  • Deleted dead code in NET_Packet (@ForserX)
  • Replaced __super with inherited in CGamePersistent class (@ugozapad)
  • Fixed flushing log on application close (@Hozar2002)
  • Added objects iterator to luabind (@ForserX)
  • Reworked ImGUI integration (@ForserX, @ugozapad)
  • Added UTF8 helper functions (@ForserX)
  • Fixed valid function in _cylinder module (@Drombeys)
  • Implemented thread-safe casting for UTF-8 conversions (@ForserX)
  • Made CObjectSpace thread-safe (@ForserX)
  • Fixed CLocatorAPI::Recurse method (@ForserX)
  • Used fonts from X-Ray file system for ImGUI (@ForserX, @Drombeys)
  • Fixed Discord activation on game start (@ForserX)
  • Transferred code to base X-Ray types and functions (@ForserX)
  • Added calculation for file size (@ForserX)
  • Enabled /sdl compile option (@Drombeys)
  • Fixed double UTF8 cast (@ForserX)
  • Fixed incorrect hook stack using (@ForserX)
  • Added Win1252 codepage support (@ForserX, @ggGhosTt)
  • Added parallel_for to compute_static_cover method (@ForserX)
  • Added base multi-threading types (@ForserX)
  • Implemented spawn particles console command (@v2v3v4)
  • Implemented FPS counter (@OldSerpskiStalker, @ForserX)
  • Implemented safeguards for user settings handling (@ForserX)
  • Deleted deprecated Lua debug tools (@ForserX)
  • Implemented support for LuaSockets and LuaPanda (@ForserX)
  • Implemented CDB caching system (@ForserX, @Drombeys)
  • Made ray_collider non-template (@ForserX)
  • Updated xrCDB to use new OPCODE (@ForserX)
  • Deleted D3D9-Null project (@ForserX)
  • Enabled file exclusion support in filesystem (@ForserX)
  • Used new LZO project (@ForserX)
  • Reworked doug lea allocator (@ForserX)
  • Deleted deprecated __stdcall use (@ForserX)
  • Improved output of StackTrace log (@OldSerpskiStalker)
  • Enabled printing GPU info to log (@v2v3v4)
  • Fixed Alt+I and Ctrl+Alt+I hotkeys work (@ForserX)
  • Used Steam Sockets only on enabled IXRAY_MP option (@ForserX)
  • Replaced GetTickCount callings with SDL_GetTicks (@ForserX)
  • Added null game factory (@ForserX)
  • Implemented heterogeneous lookup for shared_str and xr_string (@ForserX)
  • Implemented device overloading (@ForserX)
  • Performed cleanup on xrPhysics (@ForserX)

Render

  • Fixed fullscreen behaviour (@ggGhosTt, @Drombeys, @ugozapad)
  • Fixed bullet tracer rendering (@Hozar2002)
  • Fixed debug render (@ugozapad)
  • Fixed console drawing in debug mode (@ugozapad)
  • Fixed volumetric fog working without texture (@ForserX)
  • Replaced D3DX with DirectXTex for texture creating (@Drombeys, @Hozar2002)
  • Replaced D3DX with DirectXTex for texture loading (@Drombeys, @Hozar2002, @ugozapad)
  • Implemented D3D9FindShaderComment function and shader utils (@Drombeys)
  • Added forced window synchronization (@Drombeys, @ForserX)
  • Fixed window resizing (@ugozapad)
  • Added 32bit animations support (@ForserX)
  • Fixed display mode enumeration (@ugozapad)
  • Made shader cache usage optional (@MAYLAYSHEZ)
  • Fixed detail positioning on curved surfaces (@v2v3v4)
  • Removed hardcoded wallmarks type (@ForserX)
  • Added optional particle effect lifetimes in real delta time mode (@v2v3v4)
  • Disabled shedule optimizations for CTorridzone::net_destroy() method (@v2v3v4)
  • Reworked particles update switcher (@ForserX)
  • Added mtParticles console command (@v2v3v4)
  • Added r_particles_real_dt console command (@v2v3v4)
  • Restored parallel texture loading (@ForserX, @Drombeys)
  • Fixed memory leaks in font creation (@Drombeys)
  • Refactored dx9Texture module (@Drombeys)
  • Omitted container creation from stack (@ForserX)
  • Implemented geometry culling (@tatarinrafa, @ggGhosTt)
  • Implemented loading screen in XML (@ggGhosTt)
  • Fixed cursor dragging when centered (@ggGhosTt)
  • Implemented multi-threaded processing for particles (@ForserX)
  • Integrated DxErr library for DirectX errors debugging (@ForserX)

Gameplay

  • Fixed shooting state (@Shtrecker)
  • Fixed shooting from weapons on CWeaponRPG7 and CWeaponRG6 class (@Shtrecker)
  • Bypassed actor's death during surge in god mode (@ggGhosTt)
  • Added configurable respawn time to smart covers (@OldSerpskiStalker)
  • Fixed actor's car animations (@ggGhosTt, @v2v3v4)
  • Added camera-switch control to change between car cameras (@ggGhosTt)
  • Added custom car use callbacks (@ForserX)
  • Skipped incorrect action names (@ForserX)
  • Added multi spawn loadouts feature (@OldSerpskiStalker)
  • Made car dashboard (@ForserX)
  • Made car doors usable (@ForserX, @v2v3v4)
  • Made monster looting optional (@ForserX)
  • Fixed artefact condition in inventory (@OldSerpskiStalker)
  • Added speed multiplier for hud motions (@ggGhosTt)
  • Added name and icon of car (@ForserX)
  • Added car light indicator (@ForserX)
  • Implemented UI panel of vehicle (@ForserX)
  • Enabled hud_adjust on RelWithDebInfo configuration (@ForserX)
  • Added usable car trunk feature (@ForserX)
  • Added multiple item spawning to g_spawn console command (@Drombeys)
  • Deleted verify in CExplosive::GenExplodeEvent method (@Drombeys)
  • Added weapon inertion (@Shtrecker, @ShokerStlk)
  • Added weapon collision system (@Shtrecker, @ShokerStlk)
  • Fixed grenade mode incorrect fire method usage (@Shtrecker)
  • Fixed parameters reset on travel to location event (@Shtrecker, @mortany)
  • Fixed pseudogiant's stomp damage on actor`s jump (@Shtrecker)
  • Reworked actor state getter (@Shtrecker)
  • Optimized font texture atlas generation (@Hozar2002)
  • Fixed weapon reloading (@Shtrecker)
  • Fixed flash period time for simple detector (@Shtrecker, @gunslingermod)
  • Added workaround for border.empty() crash (@ForserX, @Alundaio)
  • Fixed crash at CCC_ALifeTimeFactor::Info method (@ugozapad)
  • Fixed misfire status reset on load (@Shtrecker)
  • Fixed zoom factor reset on load (@Shtrecker)
  • Made autoreload optional (@Shtrecker)
  • Made sprint block while reloading optional (@Shtrecker)
  • Refactored stopping run in shooting (@Shtrecker)
  • Refactored tri state reload (@Shtrecker)
  • Fixed CWeaponRG6 class weapons shooting method (@Shtrecker)
  • Removed reload pause on first animation (@Shtrecker)
  • Fixed empty barrel shooting for CWeaponRG6 class weapons (@Shtrecker)
  • Added motion-based weapon tilt (@ShokerStlk)
  • Fixed explosion_hit_types parameter parsing (@Shtrecker)
  • Fixed incorrect AI load call (@ForserX)
  • Fixed night vision deactivation on helmet drop (@Shtrecker)
  • Added localizable strings to saves (@Drombeys)
  • Fixed issues with grenades (@ForserX)
  • Added ability to enable NPCs look at actor (@ggGhosTt, @v2v3v4)
  • Added ability to enable anomalies reaction to NPC (@MAYLAYSHEZ)
  • Fixed trader sound plays from him, not in actor head (@MAYLAYSHEZ)
  • Stopped damage_particles if car explode (@MAYLAYSHEZ)
  • Fixed NPC reaction in CarWeapon module (@MAYLAYSHEZ)
  • Fixed error when actor die in vehicle (@MAYLAYSHEZ)
  • Fixed hiding animation (@Shtrecker)
  • Fixed movement of fixed elements (@v2v3v4)
  • Fixed elevator bug (@v2v3v4)
  • Fixed scrollbar size after scripted window change (@ForserX)
  • Fixed basic vehicle bugs (@ForserX)
  • Fixed cannot find rank for crash error (@Drombeys)
  • Fixed hands ancor load (@ForserX)
  • Added disable_bore parameter (@Shtrecker)

Scripts

  • Tweaked Lua surge manager (@ggGhosTt)
  • Tweaked Lua weather manager (@ggGhosTt)
  • Added data files when corresponding saves are deleted (@ggGhosTt)
  • Created savegames directory if none is present (@ggGhosTt)
  • Matched saves and serialized tables (@ggGhosTt)
  • Exported save/load events and retrieved save names in Lua (@ggGhosTt)
  • Stored data in savegames folder as single file (@ggGhosTt)
  • Implemented Lua Marshal save/load utility functions (@ggGhosTt)
  • Added weather control exports (@ggGhosTt)
  • Exported god mode state check to lua (@ggGhosTt)
  • Exported boosters to Lua scripts (@Shtrecker)
  • Exported weapons methods to Lua scripts (@ForserX, @Alundaio)
  • Moved Lua export of basic types from xrGame to xrScripts (@ForserX)
  • Added export kQUICK_SAVE and kQUICK_LOAD button to scripts (@Drombeys)
  • Added hide_detector function export to Lua (@ForserX)
  • Reworked fetching dependencies script (@ForserX)
  • Replaced old bitwise operations with native LuaJIT 2 implementations (@ForserX)
  • Added ability to change CSE_AlifeObject variables in Lua (@ForserX)
  • Exported actor movement states (@Shtrecker)

Multiplayer

  • Fixed multiplayer server functionality (@ForserX)
  • Added base mutant synchronization (@Hozar2002, @pavelspitsin)
  • Removed artefact particle drawing on actor in MP (@ForserX)
  • Fixed dedicated server functionality (@ForserX)
  • Fixed dedicated server working (@ForserX)
  • Added FreeMP mode (@ForserX)
  • Enhanced FreeMP mode functionality (@ForserX)
  • Fixed tfGetRelationType working (@ForserX)

Sound

  • Applied psSoundRolloff to linear fade (@ForserX)
  • Added optional hud sound overlapping (@Shtrecker, @ggGhosTt)
  • Increased sound targets size (@Shtrecker)
  • Deleted snd_targets and snd_cache_size commands (@Shtrecker)
  • Added default sound device change system event (@ForserX)

UI

  • Fixed UI debug text (@ugozapad)
  • Fixed engine version text aligment (@ugozapad)
  • Added XML Expression support to CUIStatic class (@ForserX)
  • Fixed 4:3 slots coordinates (@ForserX)
  • Fixed incorrect addons position drawing in UI (@ForserX)

In-game tools

  • Added trees_amplitude parameter to weather editor (@ForserX)
  • Added Lua Code window (@ForserX)
  • Implemented output of given InfoPortion (@ForserX)
  • Fixed weather editor sun position adjustment (@ggGhosTt)
  • Added ability to disable InfoPortion in Actor InfoPortions view (@Drombeys)
  • Implemented ImGui scenes viewer (@Drombeys)
  • Fixed inversion of sky colors in weather editor (@Drombeys)

Utilities

  • Implemented decompressor (@ForserX)
  • Implemented texture copy utility (@Hozar2002)
  • Implemented non-recursive version of OA_Unwarp method (@ForserX, @range-vs)
  • Enabled IXRAY_USE_R1 option in utilities presets (@Drombeys, @acidicMercury8)

Editors

  • Ported base xrECore code (@ForserX)
  • Added base props for editors (@ForserX)
  • Added EditorRender and EditorEngineAPI projects (@ForserX)
  • Implemented base PPE UI (@ForserX)
  • Added EditorsProps project (@ForserX)
  • Fixed CPostProcessValue::get_value method work (@ForserX)

Resources

  • Added icon to m_burer_e section (@Drombeys)
  • Deleted strafe in aiming (@VOIN101)
  • Fixed shotgun animations (@VOIN101)
  • Exported torch click sound into config (@ForserX)
  • Moved script edits to _g script (@Drombeys)
  • Added graffiti22 value (@ForserX)
  • Reverted changes in ui_sleep_dialog script (@Drombeys)

Release 0.9 (March 2024)

Common

  • Improved CMake projects structure (@ForserX)
  • Updated pack artifacts script (@acidicMercury8)
  • Fixed warnings (@Drombeys, @ForserX)
  • Deleted old weather editor code (@ForserX)
  • Deleted xrCPU_Pipe project (@v2v3v4, @ForserX)
  • Added xrScripts project (@ForserX)
  • Added GPU SDK files (@ForserX)
  • Added magic_enum dependency (@Drombeys)
  • Implemented GitParser with CMake and Git commands (@acidicMercury8)

Engine

  • Implemented SDL3 support (@Vertver)
  • Implemented CCC_Boolean class for boolean console variables (@ForserX)
  • Fixed some memory leaks and copy-pastes (@MAYLAYSHEZ)
  • Implemented OrthographicOffCenterLH method in matrix module (@v2v3v4)
  • Implemented invert44 method in matrix module (@v2v3v4)
  • Deleted SetThreadAffinityMask function call (@v2v3v4)
  • Added xr_shared_ptr and xr_unique_ptr aliases and helpers (@ForserX)
  • Implemented weather editor with ImGUI (@ForserX)
  • Simplify event API (@ForserX)
  • Replaced C-style enumerations reflection with magic_enum (@ForserX)
  • Added colors for debug console (@Vertver)
  • Added tokens for console variables (@Vertver)
  • Added in-game debug toolbar (@Vertver)
  • Implemented transition to unified SDL input (@ggGhosTt)

Render

  • Implemented AMD AGS support on D3D11 (@ForserX)
  • Added ImGUI rendering (@Vertver)
  • Refactored render hardware refactoring on D3D9 and D3D11 (@Vertver)
  • Enabled actor shadow on dynamic lighting (@MAYLAYSHEZ)
  • Implemented font system with FreeType (@ForserX)
  • Added debug renderer for RelWithDebInfo configuration (@ForserX)
  • Implemented graphical debugging for ImGUI (@Vertver)
  • Implemented debugging for ImGUI (@Vertver, @Hozar2002)

Gameplay

  • Moved read_sun_config command to engine_external config (@Drombeys)
  • Set torso pitch to zero for unarmed actor in third person view (@ggGhosTt)
  • Fixed weapon delay at low FPS (@v2v3v4)
  • Added ray function for CObject in Lua (@ForserX)
  • Added compass device class (@ForserX)
  • Implemented new noclip movement (@v2v3v4)
  • Fixed input in bind_console console (@v2v3v4)
  • Added thirst and sleepiness to external features (@ForserX)
  • Migrated alcohol features to new system (@ForserX)
  • Added simplified addiction system (@ForserX)
  • Added nearest namespace in Lua (@ForserX)
  • Extended level namespace in Lua (@ForserX)
  • Extended alife namespace in Lua (@ForserX)
  • Added Lua callbacks (@ForserX)
  • Implemented inventory customization (@ForserX)
  • Simplified update registration (@ForserX)
  • Added method exports from CEatableItem class (@ForserX)
  • Implemented dynamic slots_count calculation (@ForserX)
  • Added method exports from CUIWindow class (@ForserX)
  • Added INI namespaces (@ForserX)
  • Added marshalling and LFS namespaces in Lua (@ForserX)
  • Fixed working of eMonsterSoundIdle in multiplayer (@ForserX)
  • Fixed parsing in CCC_Vector3::Execute method (@ForserX)
  • Added get_compass_direction function export to Lua (@ForserX)
  • Fixed bug with aura of psi dog (@OldSerpskiStalker)
  • Replaced THROW with VERIFY in CSpaceRestrictionAbstract and UIGameTutorial (@MAYLAYSHEZ)
  • Added return to WeaponMagazined when inventory_owner doesn't have active_item (@MAYLAYSHEZ)
  • Fixed idle animation playing after unload (@Shtrecker)
  • Fixed inversion of cartridges and saving them (@Shtrecker)
  • Fixed ammo type changing (@Shtrecker)
  • Fixed missing grenade from grenade launcher (@MAYLAYSHEZ)
  • Fixed incorrect displaying two more ammo types (@MAYLAYSHEZ)
  • Fixed incorrect weapon weight calculations (@MAYLAYSHEZ)
  • Added safety checks (@MAYLAYSHEZ)
  • Fixed stucked running animation (@MAYLAYSHEZ)
  • Fixed bug with infinite zoom when aiming (@MAYLAYSHEZ)
  • Implemented blocking all slots when climbing (@ggGhosTt)
  • Fixed idle animation when climbing in third person view (@ggGhosTt)
  • Ported camera noise support from CCameraFirstEye to CCameraLook2 (@ggGhosTt)
  • Disabled sprint inertia for third person view (@ggGhosTt)
  • Fixed cutscene handling in third person view (@ggGhosTt)
  • Added exports for camera states in Lua (@ggGhosTt)
  • Implemented config CCameraLook2 offset parsing (@ggGhosTt)
  • Deleted autoaim code (@ggGhosTt)
  • Implemented CCameraLook2 shoulder offset save (@ggGhosTt)
  • Implemented visible strapped weapon models in third person (@ggGhosTt)
  • Fixed weapon handling in third person view (@ggGhosTt)
  • Fixed third person view gameplay functional work (@ggGhosTt)
  • Implemented camera position change instead of looking out in third person view (@ggGhosTt)
  • Implemented camera position and type save (@ggGhosTt)
  • Added collision for CCameraLook2 (@ggGhosTt, @v2v3v4)
  • Fixed actor third person view animations (@ggGhosTt)
  • Merged and clean -psp functional (@ggGhosTt)
  • Added camera-switch control to change between cam_1 and cam_2 (@ggGhosTt)
  • Implemented xr_strconcat function (@ForserX)
  • Added script callbacks for pressing, releasing and holding button events (@ggGhosTt)
  • Implemented UI auto slot system (@ForserX)

Multiplayer

  • Merged A-Life singleplayer and multiplayer functionality (@ForserX)
  • Implemented A-Life simulation support in multiplayer (@ForserX)
  • Implemented loading spawn in multiplayer with alife (@ForserX)

Release 0.8 (March 2024)

Common

  • Improved CMake projects structure (@ForserX)
  • Updated pack artifacts script (@acidicMercury8)
  • Fixed warnings (@Drombeys, @ForserX)
  • Added Shipping config in CMake (@ForserX)
  • Replaced original icon (@Drombeys, @Z3SA)
  • Replaced original splash (@Z3SA)
  • Implemented UnityBuild support for xrGame project (@ForserX)
  • Added pipeline for non-Unity build (@acidicMercury8)
  • Implemented Discord Game SDK support (@ForserX, @Drombeys)
  • Added Native Visualization config (@ForserX)

Engine

  • Implemented XML expression system (@ForserX, @Giperion)
  • Implemented png splash screen (@MAYLAYSHEZ, @ForserX)
  • Fixed file mapping on x64 configuration (@ForserX)
  • Added info for potential xr_ini error (@MAYLAYSHEZ)
  • Fixed corruption in CConsole::ExecuteCommand on typed wrong name (@MAYLAYSHEZ)
  • Printed name off command when Command disabled (@MAYLAYSHEZ)
  • Disabled texture dump output on Release configuration (@Drombeys)
  • Implemented x64 compatibility of doug_lea_allocator (@ForserX)
  • Disabled assert message in ODE project (@Drombeys)
  • Fixed parse_level_version method (@ForserX)
  • Fixed stack overflow in CConsole::ExecuteCommand * Debug conf. was crashing on x64 with this one (@MAYLAYSHEZ)
  • Fixed potential stack overflow (@MAYLAYSHEZ)
  • Removed redundant check in CDestroyablePhysicsObject::OnChangeVisual (@MAYLAYSHEZ)
  • Added device active state control via rs_device_active console command (@MAYLAYSHEZ, @ForserX)
  • Fixed window initialization problems (@ForserX, @MAYLAYSHEZ)
  • Implemented CStringTable singleton (@ForserX)
  • Correct callstack printing on debug (@ForserX)
  • Enabled debug break for defer assert (@ForserX)
  • Disabled dump_file_mappings on Debug build (@ForserX)
  • Implemented ability to play without xrGameSpy library (@ForserX)

Render

  • Added SMAP size control r__smap_size [1024 > 4096] (@MAYLAYSHEZ)
  • Replaced D3DFORMAT with DxgiFormat in xrRender_R4 project (@Vertver, @Drombeys)
  • Disabled showing SMAA on xrRender_R1 (@Drombeys)
  • Added multiplication by sun color for sunshafts (@MAYLAYSHEZ)
  • Fixed parallax_h not hardcoded and console command workaround (@MAYLAYSHEZ)
  • Fixed incorrect depth stencil initialization in dx10StateUtils::ValidateState (@MAYLAYSHEZ)
  • Fixed memory leak for vertex buffers in dx103DFluidGrid (@MAYLAYSHEZ)
  • Enabled printing THM names when loading on Debug (@MAYLAYSHEZ)
  • Enabled NO_MULTI_INSTANCES macro for Release configurations (@Drombeys)
  • Reimplement actor shadow for R2-R4 (@MAYLAYSHEZ, @v2v3v4)
  • Rework mipmap control (@Drombeys)
  • Release system cursor when rsDeviceActive (@MAYLAYSHEZ)
  • Deleted option control rs_refresh_60hz from resources (@MAYLAYSHEZ)
  • Fixed point lights virtual size (@MAYLAYSHEZ)
  • Fixed initialization order of L_spot_s array (@MAYLAYSHEZ)
  • Let DXGI calculate refresh rate for itself for performance (@MAYLAYSHEZ)
  • Cleaning G-buffer every frame to avoid ghostings (@MAYLAYSHEZ)
  • Maked fonts not change state if there is no text to render (@MAYLAYSHEZ)
  • Fixed comparing values of different enum types in dxUIRender::StartPrimitive (@MAYLAYSHEZ)
  • Fixed broken initialization in VertexCache default constructor (@MAYLAYSHEZ)
  • Returned FORCE_GLOSS shader definition for R4 (@MAYLAYSHEZ)
  • Fixed enumeration of option definitions on D3D10+ (@Drombeys)
  • Fixed attachment rotation display (@v2v3v4)
  • Fixed foging in model_distort4ghost shader (@ForserX)
  • Fixed limits for r__detail_density (@MAYLAYSHEZ)
  • Fixed loading of unsupported textures (@Hozar2002)
  • Bind wallmark life time on dynamic objects to r__wallmark_ttl (@MAYLAYSHEZ)
  • Fixed game crash when rendering wallmarks (@MAYLAYSHEZ)
  • Added ability to control loadscreen tips via engine_external.ltx (@MAYLAYSHEZ)
  • Fixed occRasterizer clearing (@ForserX)
  • Added landscape render phase (@ForserX)
  • Fixed failed shader compilation error window and message (@MAYLAYSHEZ)
  • Optimized dynamic objects rendering (@VaIeroK)

Gameplay

  • Added initializer for doors (@Drombeys)
  • Ensured accurate results for npc:path_completed() method (@Drombeys)
  • Added check for object existence in CheckObjectVisibility method (@Drombeys)
  • Fixed calculation of the shift for IK (@ForserX)
  • Added locking and unlocking level_vertex_id (@Drombeys)
  • Added is_accessible_vertex_id function export in Lua (@Drombeys)
  • Added valid_vertex_id function export in Lua (@Drombeys)
  • Fixed crash in CPlanner::update method (@Drombeys)
  • Fixed mutants running in place (@Drombeys)
  • Fixed crash if enemy is unavailable (@Drombeys)
  • Moved descriptions of detector's eye zones in one place (@ForserX)
  • Added actor smooth slopes (@MAYLAYSHEZ)
  • Added actor smooth crouch (@MAYLAYSHEZ)
  • Fixed crash when NPC trying use destroyed object (@v2v3v4)
  • Disabled cheats command on Release configuration (@Drombeys)
  • Implemented XML expressions for MP mode (@ForserX)
  • Enabled calculating distance to enemy by monsters that created sound they hear (@MAYLAYSHEZ)
  • Fixed crash when trying to stop inactive script profile timer (@MAYLAYSHEZ)
  • Fixed monsters cant hit actor through object (@MAYLAYSHEZ)
  • Removed duplicate mstate_r1&mcLanding in condition in ActorAnimation (@MAYLAYSHEZ)
  • Fixed for Demo Record will not start if the level is not loaded (@MAYLAYSHEZ)
  • Fixed weapon camera effector (@MAYLAYSHEZ)
  • Fixed for bolt and grenades not allowing to throw them while in bore animation (@MAYLAYSHEZ)
  • Fixed error in stalker_animation_global module when there is no weapon in NPC (@MAYLAYSHEZ)
  • Fixed duplicated Lua export for set_smart_cover_target_idle function (@MAYLAYSHEZ)
  • Decreased actor movement speed after jump (@MAYLAYSHEZ)
  • Fixed incorrect Lua export name in CALifeMonsterDetailPathManager (@MAYLAYSHEZ)
  • Fixed CCameraManager::UpdatePPEffectors() method (@Drombeys)
  • Corrected zooming in/out command handler (@MAYLAYSHEZ)
  • Fixed monsters sometimes running on the spot (@MAYLAYSHEZ)
  • Added crow counter fix (@MAYLAYSHEZ)
  • Applied various fixes to crow class (@MAYLAYSHEZ)
  • Fixed CHangingLamp crash (@MAYLAYSHEZ)
  • Added early exit in NvStripifier::RemoveSmallStrips with empty list (@MAYLAYSHEZ)
  • Fixed potential error after load save with dead psy-dog (@MAYLAYSHEZ)
  • Fixed luminocity indicator after save load (@MAYLAYSHEZ)
  • Fixed incorrect count of load stages (@MAYLAYSHEZ)
  • Fixed redundant list_idx == e_outfit check in UIMpTradeWnd_misc (@MAYLAYSHEZ)
  • Fixed zero scope_zoom_factor (@xrEugene)
  • Fixed printing UICost value (@ForserX)
  • Added enable_dof_reload console command (@ForserX)
  • Added Lua export to control global time factor (@MAYLAYSHEZ)
  • Fixed torch light rotation on cam_2 (@ForserX)
  • Disabled useless and unnecessary item place spam (@ForserX)
  • Fixed incorrect NPC memory loading (@MAYLAYSHEZ)
  • Fixed run animations of NPC in panic state (@MAYLAYSHEZ)
  • Maked clear levels vector on quit (@MAYLAYSHEZ)
  • Fixed memory error when trying to load level, while any level is currently loaded (@MAYLAYSHEZ)
  • Prevented crash due reserve() call with arg < 0 (@MAYLAYSHEZ)
  • Added ability to reload system config via reload_system_ltx console command (@MAYLAYSHEZ)
  • Restored ability to set more than one wallmark to entity or ammo and explosive (@MAYLAYSHEZ)
  • Enabled clearing objects and models pools between level loads (@MAYLAYSHEZ)
  • Fixed incorrect zoom after attaching custom scope to weapon (@MAYLAYSHEZ)
  • Fixed crash on incompatible save click (@MAYLAYSHEZ)
  • Fixed message order in PDA (@MAYLAYSHEZ)

Sound

  • Added global time factor influence on sound (@MAYLAYSHEZ)
  • Added torch switch sound (@ForserX)
  • Disabled EFX for video and music (@ForserX)
  • Added SNDENV_VER_IXR and cast EAX values to EFX in SoundRender (@ForserX)
  • Added default sound device to sound devices list (@ForserX)
  • Implemented ability to disable EFX (@ForserX)
  • Applied sound effects zones for sound source (@ForserX)
  • Added weapon aim sound (@xrEugene)
  • Forced mute all sounds when loading save (@MAYLAYSHEZ)
  • Fixed ambiguity with set_volume in HudSound module (@MAYLAYSHEZ)

Utilities

  • Implemented skipping lightmap textures compression (@Drombeys)
  • Implemented skipping tesselate geometry (@Drombeys)
  • Implemented skipping subdivide geometry (@Drombeys)

Release 0.7 (March 2024)

Common

  • Improved projects structure (@ForserX, @Drombeys, @acidicMercury8)
  • Enabled C++20 for all projects (@ForserX)
  • Enabled Unicode globally (@ForserX)
  • Fixed x64 runtime issues (@ForserX, @Drombeys)
  • Fixed utilities building issues (@ForserX, @Drombeys, @acidicMercury8, @vadvalskiy)
  • Restructured render folders with refactoring (@Drombeys)
  • Restructured building workflows and pipelines (@acidicMercury8, @Drombeys)
  • Enabled printing compressor log on pipeline (@Drombeys)
  • Replaced Luabind with non-Boost version (@ForserX)
  • Deleted Boost files (@ForserX)
  • Reworked memory allocator and memory modules (@ForserX)

Packages

  • Replaced LuaJIT with NuGet package (@ForserX, @acidicMercury8)
  • Replaced DirectXTex with nvtt in xrDXT project (@ForserX)
  • Replaced FreeImage with NuGet package (@ForserX, @acidicMercury8)

Engine

  • Disabled reading user.ltx config in root folder (@Drombeys)
  • Moved xrXMLParser to xrCore (@ForserX)
  • Rewritten CPUID module (@ForserX)
  • Rewritten CRC32 without Boost (@ForserX)
  • Implemented new stack walker (@ForserX)
  • Deleted ttapi module (@Drombeys)
  • Rewritten renders iterator (@Drombeys, @Hozar2002)
  • Optimized weapon sounds update (@VaIeroK)
  • Added invalidate state for rain (@MAYLAYSHEZ)
  • Fixed rain sound after loading or changing level (@MAYLAYSHEZ)
  • Enabled window minimization on do_exit and terminate calls (@MAYLAYSHEZ)
  • Set special function for terminate (@MAYLAYSHEZ)
  • Fixed window minimization unhandled error (@MAYLAYSHEZ)
  • Fixed infinite unhandled crash handler execution (@MAYLAYSHEZ)
  • Fixed game closing after error on not connected debugger (@MAYLAYSHEZ)
  • Fixed weather cycles loading (@MAYLAYSHEZ)
  • Enabled weather logging macros on non MASTER_GOLD configurations (@MAYLAYSHEZ)
  • Fixed sound buffer size (@ForserX)
  • Fixed wrong variable name assignment in sound environment (@johncurley)
  • Rewritten timers (@mortany, @ForserX)
  • Added defferred R_ASSERT event (@ForserX)
  • Fixed drop FPS for not valid spawn position of object (@OldSerpskiStalker)
  • Enabled printing Lua stack information and variables to log (@ForserX)
  • Enabled printing class ID error to log on release configuration (@ForserX)
  • Fixed to use normal system devices by OpenAL Soft (@ForserX)
  • Deleted hardcode for level box (@ForserX)
  • Implemented rain and thunderbolt starting delay (@MAYLAYSHEZ)

Render

  • Implemented FXAA on static lightning (@Hozar2002)
  • Implemented SMAA in xrRender_R2 (@Hozar2002)
  • Fixed crash on bones synchronization (@xrLil-Batya)
  • Implemented disabling of shader cache reading (@Hozar2002)
  • Fixed mipmap loading (@Drombeys)
  • Fixed distorted glass displaying on static lighting (@Hozar2002)
  • Deleted unused ConsoleRender module (@Drombeys)
  • Deleted xrSkin2W_SSE module (@Drombeys)
  • Deleted advancedpp option (@Drombeys)
  • Deleted *_nomsaa related shaders (@Drombeys)
  • Implemented rendertarget resolution acquisition (@Vertver, @Drombeys)
  • Deleted albedo_wo option (@Drombeys)
  • Deleted blur option (@Drombeys)
  • Implemented r2_cloud_shadows command (@Drombeys, @Hozar2002)
  • Fixed sun shadows on xrRender_R2 (@Drombeys)
  • Implemented r2_def_aref_quality command (@Drombeys, @Hozar2002)
  • Implemented displaying window node name by cursor focus (@Hrusteckiy)
  • Implemented D3D_FEATURE_LEVEL_11_1 support (@Vertver)
  • Deleted MSAA in resources (@Drombeys)
  • Deleted MSAA in render (@Drombeys)
  • Deleted r3_msaa_alphatest command (@Drombeys)
  • Deleted r__supersample command (@Drombeys)
  • Implemented RenderDoc support (@ForserX)
  • Implemented optional parallel textures loading (@MAYLAYSHEZ)
  • Added support volumemap to D3D11 render (@Vertver)
  • Implemented texture stagging control for all renders (@MAYLAYSHEZ)
  • Added -dxdebug key instead DirectX debug flag (@Drombeys)
  • Increased value of rsDVB_Size variable (@Drombeys)
  • Fixed wallmarks on dynamic objects (@OldSerpskiStalker)
  • Fixed memory leak in CDetailManager class (@Drombeys)
  • Set maximum textures quality by default (@MAYLAYSHEZ)
  • Fixed double ShaderResourceView creation (@Vertver)
  • Set initial values of CROS_impl class variables (@Drombeys)

Gameplay

  • Implemented crosshair control in adjust interface (@Shtrecker)
  • Fixed spawn grenade after grenade change (@Shtrecker)
  • Fixed hud_fov command (@Shtrecker)
  • Added checkout_bones parameter for CMissile class (@Shtrecker)
  • Fixed opening doors by NPC (@ForserX)
  • Implemented custom mark feature (@Hrusteckiy)
  • Implemented custom text feature (@Hrusteckiy)
  • Fixed incorrect head rotation of trader (@Hrusteckiy)
  • Fixed load last save button behavior after loading level (@Hrusteckiy)
  • Added developer float commands (@Hrusteckiy)
  • Implemented customization of UICursor control (@Hrusteckiy)
  • Implemented customization of UITrackBar control (@Hrusteckiy)
  • Fixed crashes on UIItemInfo non-existent node (@Hrusteckiy)
  • Added method for quick adding any custom static (@Hrusteckiy)
  • Fixed NPC dispersion by rank (@Hrusteckiy, @SurDno)
  • Deleted R_ASSERT2 in CUIDialogWnd::HideDialog method (@ForserX)
  • Deleted duplicated Fvector2 in CUICellContainer::PlaceItemAtPos method (@ForserX)
  • Fixed moving items to fast slot if grid larger than grid of slot (@ForserX)
  • Fixed weapon highlights (@ForserX)
  • Added left hand transform matrix (@Hozar2002, @ForserX)
  • Fixed displaying addons on weapons (@OldSerpskiStalker)
  • Made IK stop further than 100m from actor position (@MAYLAYSHEZ)
  • Fixed get_wnd_pos function export (@Drombeys)
  • Added exception message to SetCharacterCommunity method (@Drombeys)
  • Fixed incorrect type passed GameObject::eDeath callback (@Drombeys)
  • Added object existence check (@Drombeys)
  • Fixed spawn paths related errors (@Drombeys)
  • Fixed message output in show_dialog function (@Drombeys)
  • Deleted dump_infos command from actor_binder:update function (@ForserX)
  • Fixed mutants logic in restrictors broke down (@ForserX)
  • Fixed triggering of adding monsters contacts (@ForserX)
  • Enabled ragdoll for deadbody (@ForserX)
  • Implemented new external features system (@ForserX)
  • Fixed level graph invalid vertex ID error (@ForserX)
  • Implemented hud_fov_zoom weapon parameter (@Drombeys, @Hozar2002)
  • Added underrun buffer checking to fix playback bug (@johncurley)
  • Fixed walking in mcLookout states (@Shtrecker)
  • Set initial values of CStreamReader class variables (@OldSerpskiStalker)
  • Fixed HUD models clipping (@Shtrecker)
  • Implemented grenade explosion on hit (@Shtrecker)
  • Implemented stopping animation of getting detector (@ForserX)
  • Replaced missing sound with stub on using scripts (@Drombeys)
  • Moved actor to beginning of spawn (@ForserX)
  • Fixed calculating position of items in inventory grid (@ForserX)
  • Implemented timer for new game and save loading (@MAYLAYSHEZ)

Utilities

  • Fixed EFC building issues (@ForserX)
  • Added EFC utility source code (@acidicMercury8, @ForserX)
  • Implemented new lightmap saving algorithm (@DimaKuzmin)
  • Deleted threads limit in utilities (@ForserX)
  • Added MagicFM CMake project (@acidicMercury8)
  • Ported MagicFM to C++20 (@ForserX)
  • Replaceed -keep_temp_files with -clear_temp_files key (@ForserX)
  • Implemented show of all missing TGA textures and THM files (@ForserX)
  • Replaced MMX with SSE in Place_Perpixel function (@ForserX)
  • Fixed loop in CGraphMerger method (@Drombeys)
  • Deleted duplicated and dead files from xrAI (@ForserX)
  • Added -all key to compilers and enable -do -ai -lc modes (@ForserX)
  • Merged compilers into one project (@ForserX)
  • Fixed saving build.cform file in xrLC (@ForserX)
  • Implemented skipping invalid faces in xrLC (@Drombeys)
  • Fixed xrCompress to support multibyte WinAPI functions (@ForserX)
  • Enabled reserving memory for compressed nodes in xrSaveNodes (@abramcumner)
  • Enabled using static buffer in setup_recalculationflags_file (@abramcumner)
  • Fixed progress set in xrPhase_UVmap (@abramcumner)
  • Changed algorithm for calculating the area of a triangle (@abramcumner)

Plugins

  • Updated 3D SDK (@DJYar, @ForserX)
  • Ported plugins to х64 (@DJYar, @ForserX)
  • Ported plugins to C++20 (@ForserX)
  • Updated LW Server project (@ForserX)
  • Created plugin folder in CMake (@ForserX)
  • Applied minor fixes for Max Export plugin (@DJYar, @ForserX)
  • Ported Max Material plugin to C++20 (@ForserX)
  • Added Max Material CMake project (@ForserX)
  • Applied patches to plugins (@DJYar, @ForserX)

Release 0.6.1 (September 2023)

Common

  • Added logo icons and TortoiseGit config (@acidicMercury8)
  • Fixed incorrect including of FastDelegate header (@Drombeys)
  • Fixed project references and links (@acidicMercury8)
  • Replaced _snprintf with _snprintf_s in ODE (@Drombeys)
  • Deleted IsPCAccessAllowed function (@Drombeys)
  • Deleted ComputeModuleHash function (@Drombeys)
  • Deleted is_enough_address_space_available function (@Drombeys)
  • Deleted unused ttapi includes (@Drombeys)
  • Deleted unused pSettingsAuth pointer (@Drombeys)

Engine

  • Deleted CopyProtection module (@Drombeys)

Render

  • Fixed incorrect including of header files in renders projects (@Drombeys)

Gameplay

  • Fixed shotgun reload (@Shtrecker)
  • Fixed incorrect including of header files in xrGame project (@Drombeys)
  • Deleted boost::noncopyable related code from xrGame (@Drombeys)

Resources

  • Fixed fog displaying on static lighting (@Hozar2002)
  • Unified shaders refactoring with IX-Ray 1.5 (@Drombeys)

Release 0.6 (August 2023)

Common

  • Fixed most part of warnings (@acidicMercury8, @Drombeys)
  • Fixed ignoring temp and metadata files by locator (@MAYLAYSHEZ)
  • Fixed error skipping process troubles (@MAYLAYSHEZ)
  • Fixed std::unique_ptr use cases (@acidicMercury8)
  • Added Visual Studio solution filters (@acidicMercury8)
  • Added Visual Studio Install config (@acidicMercury8)
  • Enabled NuGet packages getting and caching in GitHub Actions (@acidicMercury8)
  • Enabled output log for debugger connected (@MAYLAYSHEZ)
  • Set latest Windows SDK version (@acidicMercury8)
  • Splitted project configuration paths (@acidicMercury8)
  • Refactored color math module (@Drombeys)
  • Replaced D3DCOLOR_RGBA, D3DCOLOR_ARGB and D3DCOLOR_XRGB macroses (@Drombeys)
  • Replaced legacy DirectX Math with DirectXMath analog (@Drombeys)
  • Replaced __uuidof with IID_PPV_ARGS (@Drombeys)
  • Replaced __interface keyword with class (@Drombeys)
  • Replaced STATIC_CHECK with static_assert (@Drombeys)
  • Replaced __asm int 3 with __debugbreak (@Drombeys)
  • Replaced __asm pause with _mm_pause (@Drombeys)
  • Replaced GetCLK function with unified analog (@Drombeys)
  • Replaced GetTickCount with GetTickCount64 function (@Drombeys)
  • Replaced _snprintf with _snprintf_s function (@Drombeys)
  • Replaced std::auto_ptr pointers with std::unique_ptr (@Drombeys)
  • Replaced std::bind1st and std::bind2nd with lambda functions (@Drombeys)
  • Replaced linker directives with project references (@acidicMercury8)
  • Replaced FS_DEBUG macro with DEBUG (@Drombeys)
  • Renamed xrDebugNew module to xrDebug (@MAYLAYSHEZ)
  • Deleted pragma deprecations (@acidicMercury8)
    • strcpy, strcpy_s, sprintf, sprintf_s, strcat, strcat_s
  • Deleted get_ref_count function (@Drombeys)
  • Deleted scripts for getting dependencies (@acidicMercury8)
  • Deleted ATI MGPU library with related code (@Drombeys)
  • Deleted NVAPI library with related code (@Drombeys)
  • Deleted redundant DEBUG_INVOKE (@MAYLAYSHEZ)
  • Deleted boost::noncopyable use cases from editor and xrPhysics (@Drombeys)
  • Deleted std::binary_function use cases (@Drombeys)
  • Deleted std::unary_function use cases (@Drombeys)
  • Deleted unused dwFrame field of xrCore class (@Drombeys)
  • Deleted unused _GPA_ENABLED blocks (@Drombeys)

Packages

  • Replaced Flobbster.Windows.Forms with NuGet package (@acidicMercury8)
  • Replaced DockPanelSuite with NuGet package (@acidicMercury8)
  • Replaced DirectX SDK with NuGet package and Windows SDK (@acidicMercury8, @Drombeys)
  • Replaced DirectXTex with NuGet package (@acidicMercury8, @Drombeys)
  • Replaced DirectXMesh with NuGet package (@acidicMercury8, @Drombeys)
  • Replaced Xiph libraries with NuGet packages (@acidicMercury8)
  • Replaced zlib with NuGet package (@acidicMercury8)

Engine

  • Fixed cam_inert console command (@MAYLAYSHEZ)
  • Fixed bones synchronization (@xrLil-Batya)
  • Fixed OGG related code of xrSound (@vadvalskiy)
  • Deleted xrTheora_Surface_mmx module (@Drombeys)
  • Deleted SecuROM related code (@Drombeys)
  • Deleted unused modules from xrSound (@vadvalskiy)
  • Deleted mailSlot module (@Drombeys)
  • Deleted launcher related code (@Drombeys)
  • Deleted no_single module (@Drombeys)
  • Deleted dedicated_server_only module and PROTECT_API macros (@Drombeys)
  • Implemented hud_fov item parameter (@Shtrecker)
  • Implemented g_info and d_info console commands (@Drombeys)
  • Implemented g_money console command (@Drombeys)
  • Implemented g_spawn and g_spawn_inv console command (@Drombeys, @Hozar2002)
  • Integrated OpenAL Soft with EFX extensions (@johncurley)
  • Unified xrEngine refactoring with IX-Ray 1.5 (@Drombeys)
  • Splitted engine and server applications (@acidicMercury8)
  • Replaced -nointro key with keypress_on_start command (@Drombeys)
  • Refactored some sound modules (@johncurley, @vadvalskiy)

Editors

  • Fixed floating types converting in weather editor (@vadvalskiy)
  • Fixed weather editor project (@vadvalskiy)
  • Deleted unused resource files from weather editor (@vadvalskiy)

Render

  • Fixed wrong attenuation of far sun shadows (@Hozar2002)
  • Fixed HDAO crashing on disabled G-Buffer optimization (@morrazzzz)
  • Fixed texture quality changing in D3D11 (@Drombeys, @Hozar2002, @mortany)
  • Fixed sun flares for FXAA (@OldSerpskiStalker)
  • Fixed MaxAnisotropy parameter for Shader Model 5 (@OldSerpskiStalker)
  • Fixed some memory leaks (@OldSerpskiStalker, @Drombeys)
  • Fixed enumeration of option definitions on Direct3D 10+ (@OldSerpskiStalker)
  • Fixed sunshafts on enabled accum_sun_near_nomsaa_minmax shader (@OldSerpskiStalker)
  • Fixed transparent on static lightning (@Hozar2002)
  • Fixed indentation of texture memory message (@MAYLAYSHEZ)
  • Added r2_use_bump command to disable bumps on R2+ renderers (@DanceManiac)
  • Activated R2FLAG_USE_BUMP flag by default (@Drombeys)
  • Set DXGI_ENUM_MODES_INTERLACED flag (@Drombeys)
  • Replaced asm block with standard math functions (@Drombeys)
  • Replaced legacy DirectX Tex with DirectXTex analog (@Drombeys)
  • Replaced deprecated shader compiler with Windows SDK analog (@Drombeys)
  • Refactored dx11Texture class (@Drombeys)
  • Decomposed screenshot creation methods (@Drombeys)
  • Deleted duplicated END_EPS constant (@Drombeys)
  • Deleted Direct3D 10 dependencies (@Drombeys)
  • Deleted unused mipped noise (@Drombeys)
  • Deleted Intel GMA related code (@Drombeys)
  • Deleted unused sunfilter option (@Drombeys)
  • Deleted unused accum_direct methods (@Drombeys)
  • Deleted bug option in all renders (@Drombeys)
  • Deleted sjitter option in all renders (@Drombeys)
  • Deleted depth16 option in all renders (@Drombeys)
  • Improved depth buffer format handling (@Drombeys)
  • Implemented disabling of anisotropic filtering in Direct3D 10+ (@Drombeys)
  • Implemented mipLodBias property setter for Direct3D 10+ (@Drombeys)
  • Implemented textures reloading directly in game (@MAYLAYSHEZ)
  • Implemented FXAA support (@OldSerpskiStalker, @Drombeys, @Hozar2002)
  • Implemented SMAA support (@OldSerpskiStalker, @Drombeys, @Hozar2002)
  • Implemented shader-based fog on static lightning (@Hozar2002)
  • Unlocked MSAA x8 (@OldSerpskiStalker)

Gameplay

  • Fixed refreshing of trade list (@mortany)
  • Fixed actor visibility indicator after quickload (@Hrusteckiy)
  • Fixed offset for answer numbers (@Hrusteckiy)
  • Fixed detector animation playing (@Shtrecker)
  • Fixed stuttering after reloading grenade launcher (@Shtrecker)
  • Fixed rows and columns of artifact belt (@DanceManiac)
  • Fixed animation playing on attached grenade launcher (@Shtrecker)
  • Fixed playing idle animation on empty state (@Shtrecker)
  • Fixed reload animation playing on active detector (@Shtrecker)
  • Fixed switch animation playing (@Shtrecker)
  • Fixed grenade launcher action (@Shtrecker)
  • Fixed crashing of sliding type doors (@Drombeys)
  • Fixed crashing in adjust hud mode (@Shtrecker)
  • Fixed flickering after game item usage (@Drombeys)
  • Fixed loading ammo in grenade mode (@Shtrecker)
  • Fixed flight grenade (@Shtrecker)
  • Enabled inertia control from HUD section (@Hozar2002, @Drombeys)
  • Implemented 100x100 icons support (@Hrusteckiy, @DanceManiac)
  • Implemented custom autoreloading for weapons (@Shtrecker)
  • Implemented custom autoreloading for grenade launcher (@Shtrecker)
  • Implemented full and partial weapon reloading (@Shtrecker)
  • Implemented misfire of weapon (@Shtrecker)
  • Implemented reloadings in grenade launcher weapons (@Shtrecker)
  • Implemented delay before reloading on active detector (@Shtrecker)
  • Implemented scripted key blocking (@Drombeys)
  • Implemented blocking actor movement (@Drombeys)
  • Refactored some weapons and detectors methods (@Shtrecker)

Resources

  • Fixed text line alignment for talk dialogs (@Hrusteckiy)
  • Fixed object_alive condition in bind_monster script (@Hozar2002)
  • Set weapon autoreloading settings (@Shtrecker)
  • Implemented SMAA support in assets (@OldSerpskiStalker, @Drombeys, @Hozar2002)
  • Implemented FXAA support in assets (@OldSerpskiStalker, @Drombeys, @Hozar2002)
  • Updated shaders to Shader Model 3.0 (@Drombeys, @Hozar2002)

Release 0.5 (March 2023)

Common

  • Enabled assets packing
  • Replaced dxerr with Windows SDK analog
  • Replaced stricmp with POSIX analog
  • Simplificated get-dependencies script launching
  • Incompletely integrated DirectXMesh

Engine

  • Fixed autosaves
  • Fixed switching ingame console language layout
  • Fixed playing animation of getting weapons
  • Fixed character info for deadbody color
  • Fixed progress bar for optional using of middle_color
  • Enabled screenshots capturing in windowed mode on Direct3D 9
  • Enabled clearing highlight lists on each inventory action
  • Enabled changing items condition by Num7 and Num8
  • Implemented ui_reload command
  • Allowed to use min and max colors for double progress bar
  • Allowed to change upgrade icon color by config
  • Replaced crashing with warning when there is no sound
  • Disabled ammo highlights for knife and binocular
  • Disabled stats by class and not by section

Render

  • Fixed inverted sky colors and sky bluring on Direct3D 10+
  • Fixed potential memory leak in DirectX 10 resource manager
  • Fixed fog accounting for campfire and anomalies
  • Fixed water displaying on static lightning
  • Fixed particles displaying on shooting
  • Fixed sload for correct nearest bumps displaying
  • Fixed s_distort parameter for particles_xadd blender on Direct3D 10+
  • Enabled fog accounting for grass on static lightning
  • Enabled fog accounting for wallmarks on static lightning
  • Enabled fog accounting for particles
  • Enabled static sun shadows on disabled cascades
  • Enabled Ldynamic_dir counting for accum_direct_volumetric() on Direct3D 9
  • Restored grass shadow
  • Implemented Direct3D 10 initialization over Direct3D 11
  • Implemented actor shadow
  • Prevented writing alpha-blended geometry to depth buffer
  • Deleted xrRender_R3
  • Deleted old TSM algorithms in all renders
  • Deletedr2_shadow_cascede_old console command

Dependencies

  • Replaced delete operator with xr_delete() function in xrXMLParser

Resources

  • Implemented knife parameters class and and related features
  • Implemented use_condition parameter
  • Implemented notification restarting for r2_sun command

Release 0.4 (September 2022)

Common

  • Added basic editorconfig
  • Normalized line endings for the root files

Engine

  • Disabled use cases of MSAA_ATEST_DX10_1_NATIVE
  • Disabled r3_minmax_sm by default
  • Fixed crash when rendering volumetric fog on Direct3D 11
  • Fixed sequence of initialization of API videocards
  • Fixed screen resolution selection on missed user.ltx
  • Fixed engine closing from taskbar menu
  • Fixed displaying of transparent surfaces on HUD
  • Fixed sunshafts for different sun quality
  • Fixed transparent on static lightning
  • Fixed comparison resulting in endless creation of new objects on Direct3D 10+
  • Fixed camera glitches
  • Implemented ability to switch entry point to a specific version of Shader Model
  • Enabled teleport using demo_record
  • Enabled reload_dof on weapons reloading
  • Enabled EAX
  • Added support for capturing cube map and location map on Direct3D 10+
  • Added terrain mask support on static lighting
  • Added inventory for ransacking monsters
  • Added additional set_weather console command
  • Added additional read_sun_config console command
  • Added trees_amplitude option to weather settings
  • Set FPS limit on UI rendering
  • Increased range of near cascade

Resources

  • Normalized encoding of shaders
  • Fixed MSAA (redefinition of Texture2DMS)
  • Fixed dynamic wet surfaces
  • Fixed displaying of water foam
  • Fixed skycube displaying on water surface
  • Added shader to correct displaying of LODs when MSAA alphatest is enabled in classic Direct3D 10
  • Added hint for ransacking monsters
  • Implemented skyblend accumulation for sunshafts
  • Implemented fog accounting for water on Direct3D 9
  • Implemented light accounting for water foam
  • Overrided entry point in 3D Fluid shaders
  • Enabled water_soft shader for water_studen and water_ryaska

Release 0.3 (May 2022)

Common

  • Migration to Visual Studio 2022
  • Fixed compilation errors
  • Fixed a lot of issues with linking
  • Enabled multicore building for all projects
  • Enabled x86-64 toolchain for all projects
  • Enabled GitHub Actions
  • Disabled debug and incremental info for all projects

Core

  • Replaced custom xr_deque<T> and xr_vector<T> with aliases of std::deque<T> and std::vector<T>
  • Placed clear_and_reserve() method of xr_vector<T> class in a separate function
  • Partially replaced STL extension aliases with using analogs
  • Deleted DEF_* and DEFINE_* macroses from STL extensions

Engine

  • Replaced path to shaders_cache in all renders
  • Fixed bug with exporting light to render
  • Fixed VSync on all renders
  • Fixed blurring fonts on D3D11
  • Fixed dialog window of level changer

Dependencies

  • Replaced Flobbster.Windows.Forms binary
  • Replaced dockpanelsuite and bumped to 3.1
  • Deleted unused Intel VTune functionality
  • Deleted unused OpenAutomate functionality
  • Bumped TargetFramework to .NET Framework 4.7.2

Resources

  • Added resources
  • Normalized encoding of scripts

Release 0.2 (November 2021)

Common

  • Migration to Visual Studio 2015
  • Fixed compilation errors
  • Replaced deprecated functions to safe and modern analogs
  • Replaced some custom functions and types to standard library analog
  • Disabled hardcoded GUID of DirectX
  • Replaced debug::make_final<T> class to C++11 final specifier

Core

  • Removed BugTrap and minizip
  • Fixed Debug configuration workability
  • Fixed window focus error

Engine

  • Fixed -nointro key
  • Unlocked console commands: hud_fov, fov, jump_to_level, g_god, g_unlimitedammo, run_script, run_string, time_factor
  • Changed viewing angle coefficient to 67.5

Utilities

  • Incompletely integrated DirectXTex

Release 0.1 (March 2021)

Common

  • Migration to Visual Studio 2013
  • Fixed compilation errors
  • Fixed windows displaying in editor projects
  • Configured engine and editor projects building
  • Configured audio libraries and OpenAutomate projects building

Core

  • Fixed looping and breaking the stack on NODEFAULT

Engine

  • Fixed skyboxes stretching