Full changelog of IX-Ray 1.6 project
- Improved CMake projects structure (@ForserX)
- Implemented changelog builder (@Drombeys)
- Published RelWithDebInfo configuration in
publish-enginejob (@Drombeys) - Disabled ImGui debug render on Release build (@ForserX)
- Updated
magic_enumdependency (@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_newuse 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)
- 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_actorexternal (@Hozar2002) - Fixed xrCore build on ARM64 (@ForserX)
- Fixed application not closing on window manager request (@ggGhosTt)
- Added
$arch_dir_addons$for addons (@ForserX) - Removed
.0000fromfloat/doubletoxr_stringconversion (@ForserX) - Fixed XML Expression work without Actor ptr (@ForserX)
- Reworked
Core.Paramsusing (@ForserX) - Deleted dead code in
NET_Packet(@ForserX) - Replaced
__superwith inherited inCGamePersistentclass (@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
_cylindermodule (@Drombeys) - Implemented thread-safe casting for UTF-8 conversions (@ForserX)
- Made
CObjectSpacethread-safe (@ForserX) - Fixed
CLocatorAPI::Recursemethod (@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
/sdlcompile option (@Drombeys) - Fixed double UTF8 cast (@ForserX)
- Fixed incorrect hook stack using (@ForserX)
- Added Win1252 codepage support (@ForserX, @ggGhosTt)
- Added
parallel_fortocompute_static_covermethod (@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_collidernon-template (@ForserX) - Updated xrCDB to use new OPCODE (@ForserX)
- Deleted
D3D9-Nullproject (@ForserX) - Enabled file exclusion support in filesystem (@ForserX)
- Used new LZO project (@ForserX)
- Reworked doug lea allocator (@ForserX)
- Deleted deprecated
__stdcalluse (@ForserX) - Improved output of StackTrace log (@OldSerpskiStalker)
- Enabled printing GPU info to log (@v2v3v4)
- Fixed
Alt+IandCtrl+Alt+Ihotkeys work (@ForserX) - Used Steam Sockets only on enabled
IXRAY_MPoption (@ForserX) - Replaced
GetTickCountcallings withSDL_GetTicks(@ForserX) - Added null game factory (@ForserX)
- Implemented heterogeneous lookup for
shared_strandxr_string(@ForserX) - Implemented device overloading (@ForserX)
- Performed cleanup on xrPhysics (@ForserX)
- 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
D3D9FindShaderCommentfunction 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
mtParticlesconsole command (@v2v3v4) - Added
r_particles_real_dtconsole command (@v2v3v4) - Restored parallel texture loading (@ForserX, @Drombeys)
- Fixed memory leaks in font creation (@Drombeys)
- Refactored
dx9Texturemodule (@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)
- Fixed shooting state (@Shtrecker)
- Fixed shooting from weapons on
CWeaponRPG7andCWeaponRG6class (@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_adjuston RelWithDebInfo configuration (@ForserX) - Added usable car trunk feature (@ForserX)
- Added multiple item spawning to
g_spawnconsole command (@Drombeys) - Deleted verify in
CExplosive::GenExplodeEventmethod (@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::Infomethod (@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
CWeaponRG6class weapons shooting method (@Shtrecker) - Removed reload pause on first animation (@Shtrecker)
- Fixed empty barrel shooting for
CWeaponRG6class weapons (@Shtrecker) - Added motion-based weapon tilt (@ShokerStlk)
- Fixed
explosion_hit_typesparameter 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_particlesif car explode (@MAYLAYSHEZ) - Fixed NPC reaction in
CarWeaponmodule (@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 forcrash error (@Drombeys) - Fixed hands ancor load (@ForserX)
- Added
disable_boreparameter (@Shtrecker)
- 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_SAVEandkQUICK_LOADbutton to scripts (@Drombeys) - Added
hide_detectorfunction export to Lua (@ForserX) - Reworked fetching dependencies script (@ForserX)
- Replaced old bitwise operations with native LuaJIT 2 implementations (@ForserX)
- Added ability to change
CSE_AlifeObjectvariables in Lua (@ForserX) - Exported actor movement states (@Shtrecker)
- 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
tfGetRelationTypeworking (@ForserX)
- Applied
psSoundRolloffto linear fade (@ForserX) - Added optional hud sound overlapping (@Shtrecker, @ggGhosTt)
- Increased sound targets size (@Shtrecker)
- Deleted
snd_targetsandsnd_cache_sizecommands (@Shtrecker) - Added default sound device change system event (@ForserX)
- Fixed UI debug text (@ugozapad)
- Fixed engine version text aligment (@ugozapad)
- Added XML Expression support to
CUIStaticclass (@ForserX) - Fixed 4:3 slots coordinates (@ForserX)
- Fixed incorrect addons position drawing in UI (@ForserX)
- Added
trees_amplitudeparameter 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 InfoPortionsview (@Drombeys) - Implemented ImGui scenes viewer (@Drombeys)
- Fixed inversion of sky colors in weather editor (@Drombeys)
- Implemented decompressor (@ForserX)
- Implemented texture copy utility (@Hozar2002)
- Implemented non-recursive version of
OA_Unwarpmethod (@ForserX, @range-vs) - Enabled
IXRAY_USE_R1option in utilities presets (@Drombeys, @acidicMercury8)
- 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_valuemethod work (@ForserX)
- Added icon to
m_burer_esection (@Drombeys) - Deleted strafe in aiming (@VOIN101)
- Fixed shotgun animations (@VOIN101)
- Exported torch click sound into config (@ForserX)
- Moved script edits to
_gscript (@Drombeys) - Added
graffiti22value (@ForserX) - Reverted changes in
ui_sleep_dialogscript (@Drombeys)
- 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)
- Implemented SDL3 support (@Vertver)
- Implemented
CCC_Booleanclass for boolean console variables (@ForserX) - Fixed some memory leaks and copy-pastes (@MAYLAYSHEZ)
- Implemented
OrthographicOffCenterLHmethod in matrix module (@v2v3v4) - Implemented
invert44method in matrix module (@v2v3v4) - Deleted
SetThreadAffinityMaskfunction call (@v2v3v4) - Added
xr_shared_ptrandxr_unique_ptraliases 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)
- 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)
- Moved
read_sun_configcommand toengine_externalconfig (@Drombeys) - Set torso pitch to zero for unarmed actor in third person view (@ggGhosTt)
- Fixed weapon delay at low FPS (@v2v3v4)
- Added
rayfunction forCObjectin Lua (@ForserX) - Added compass device class (@ForserX)
- Implemented new noclip movement (@v2v3v4)
- Fixed input in
bind_consoleconsole (@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
levelnamespace in Lua (@ForserX) - Extended
alifenamespace in Lua (@ForserX) - Added Lua callbacks (@ForserX)
- Implemented inventory customization (@ForserX)
- Simplified update registration (@ForserX)
- Added method exports from
CEatableItemclass (@ForserX) - Implemented dynamic
slots_countcalculation (@ForserX) - Added method exports from
CUIWindowclass (@ForserX) - Added INI namespaces (@ForserX)
- Added marshalling and LFS namespaces in Lua (@ForserX)
- Fixed working of
eMonsterSoundIdlein multiplayer (@ForserX) - Fixed parsing in
CCC_Vector3::Executemethod (@ForserX) - Added
get_compass_directionfunction export to Lua (@ForserX) - Fixed bug with aura of psi dog (@OldSerpskiStalker)
- Replaced
THROWwithVERIFYinCSpaceRestrictionAbstractandUIGameTutorial(@MAYLAYSHEZ) - Added return to
WeaponMagazinedwheninventory_ownerdoesn't haveactive_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
CCameraFirstEyetoCCameraLook2(@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
CCameraLook2offset parsing (@ggGhosTt) - Deleted autoaim code (@ggGhosTt)
- Implemented
CCameraLook2shoulder 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
-pspfunctional (@ggGhosTt) - Added camera-switch control to change between
cam_1andcam_2(@ggGhosTt) - Implemented
xr_strconcatfunction (@ForserX) - Added script callbacks for pressing, releasing and holding button events (@ggGhosTt)
- Implemented UI auto slot system (@ForserX)
- Merged A-Life singleplayer and multiplayer functionality (@ForserX)
- Implemented A-Life simulation support in multiplayer (@ForserX)
- Implemented loading spawn in multiplayer with
alife(@ForserX)
- 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)
- Implemented XML expression system (@ForserX, @Giperion)
- Implemented
pngsplash screen (@MAYLAYSHEZ, @ForserX) - Fixed file mapping on x64 configuration (@ForserX)
- Added info for potential
xr_inierror (@MAYLAYSHEZ) - Fixed corruption in
CConsole::ExecuteCommandon 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_versionmethod (@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_activeconsole command (@MAYLAYSHEZ, @ForserX) - Fixed window initialization problems (@ForserX, @MAYLAYSHEZ)
- Implemented
CStringTablesingleton (@ForserX) - Correct callstack printing on debug (@ForserX)
- Enabled debug break for defer assert (@ForserX)
- Disabled
dump_file_mappingson Debug build (@ForserX) - Implemented ability to play without xrGameSpy library (@ForserX)
- Added SMAP size control
r__smap_size[1024 > 4096] (@MAYLAYSHEZ) - Replaced
D3DFORMATwithDxgiFormatin xrRender_R4 project (@Vertver, @Drombeys) - Disabled showing SMAA on xrRender_R1 (@Drombeys)
- Added multiplication by sun color for sunshafts (@MAYLAYSHEZ)
- Fixed
parallax_hnot 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_INSTANCESmacro 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_60hzfrom resources (@MAYLAYSHEZ) - Fixed point lights virtual size (@MAYLAYSHEZ)
- Fixed initialization order of
L_spot_sarray (@MAYLAYSHEZ) - Let
DXGIcalculate 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
VertexCachedefault constructor (@MAYLAYSHEZ) - Returned
FORCE_GLOSSshader definition for R4 (@MAYLAYSHEZ) - Fixed enumeration of option definitions on D3D10+ (@Drombeys)
- Fixed attachment rotation display (@v2v3v4)
- Fixed foging in
model_distort4ghostshader (@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
occRasterizerclearing (@ForserX) - Added landscape render phase (@ForserX)
- Fixed failed shader compilation error window and message (@MAYLAYSHEZ)
- Optimized dynamic objects rendering (@VaIeroK)
- Added initializer for doors (@Drombeys)
- Ensured accurate results for
npc:path_completed()method (@Drombeys) - Added check for object existence in
CheckObjectVisibilitymethod (@Drombeys) - Fixed calculation of the shift for IK (@ForserX)
- Added locking and unlocking
level_vertex_id(@Drombeys) - Added
is_accessible_vertex_idfunction export in Lua (@Drombeys) - Added
valid_vertex_idfunction export in Lua (@Drombeys) - Fixed crash in
CPlanner::updatemethod (@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&mcLandingin 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
boreanimation (@MAYLAYSHEZ) - Fixed error in
stalker_animation_globalmodule when there is no weapon in NPC (@MAYLAYSHEZ) - Fixed duplicated Lua export for
set_smart_cover_target_idlefunction (@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
crowcounter fix (@MAYLAYSHEZ) - Applied various fixes to
crowclass (@MAYLAYSHEZ) - Fixed
CHangingLampcrash (@MAYLAYSHEZ) - Added early exit in
NvStripifier::RemoveSmallStripswith 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_outfitcheck inUIMpTradeWnd_misc(@MAYLAYSHEZ) - Fixed zero
scope_zoom_factor(@xrEugene) - Fixed printing
UICostvalue (@ForserX) - Added
enable_dof_reloadconsole command (@ForserX) - Added Lua export to control global time factor (@MAYLAYSHEZ)
- Fixed torch light rotation on
cam_2(@ForserX) - Disabled useless and unnecessary
item placespam (@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 witharg < 0(@MAYLAYSHEZ) - Added ability to reload system config via
reload_system_ltxconsole 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)
- Added global time factor influence on sound (@MAYLAYSHEZ)
- Added torch switch sound (@ForserX)
- Disabled EFX for video and music (@ForserX)
- Added
SNDENV_VER_IXRand cast EAX values to EFX inSoundRender(@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_volumeinHudSoundmodule (@MAYLAYSHEZ)
- Implemented skipping lightmap textures compression (@Drombeys)
- Implemented skipping tesselate geometry (@Drombeys)
- Implemented skipping subdivide geometry (@Drombeys)
- 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)
- Replaced LuaJIT with NuGet package (@ForserX, @acidicMercury8)
- Replaced DirectXTex with nvtt in xrDXT project (@ForserX)
- Replaced FreeImage with NuGet package (@ForserX, @acidicMercury8)
- Disabled reading
user.ltxconfig in root folder (@Drombeys) - Moved xrXMLParser to xrCore (@ForserX)
- Rewritten CPUID module (@ForserX)
- Rewritten CRC32 without Boost (@ForserX)
- Implemented new stack walker (@ForserX)
- Deleted
ttapimodule (@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_exitandterminatecalls (@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_GOLDconfigurations (@MAYLAYSHEZ) - Fixed sound buffer size (@ForserX)
- Fixed wrong variable name assignment in sound environment (@johncurley)
- Rewritten timers (@mortany, @ForserX)
- Added defferred
R_ASSERTevent (@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)
- 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
ConsoleRendermodule (@Drombeys) - Deleted
xrSkin2W_SSEmodule (@Drombeys) - Deleted
advancedppoption (@Drombeys) - Deleted
*_nomsaarelated shaders (@Drombeys) - Implemented rendertarget resolution acquisition (@Vertver, @Drombeys)
- Deleted
albedo_wooption (@Drombeys) - Deleted
bluroption (@Drombeys) - Implemented
r2_cloud_shadowscommand (@Drombeys, @Hozar2002) - Fixed sun shadows on xrRender_R2 (@Drombeys)
- Implemented
r2_def_aref_qualitycommand (@Drombeys, @Hozar2002) - Implemented displaying window node name by cursor focus (@Hrusteckiy)
- Implemented
D3D_FEATURE_LEVEL_11_1support (@Vertver) - Deleted MSAA in resources (@Drombeys)
- Deleted MSAA in render (@Drombeys)
- Deleted
r3_msaa_alphatestcommand (@Drombeys) - Deleted
r__supersamplecommand (@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
-dxdebugkey instead DirectX debug flag (@Drombeys) - Increased value of
rsDVB_Sizevariable (@Drombeys) - Fixed wallmarks on dynamic objects (@OldSerpskiStalker)
- Fixed memory leak in
CDetailManagerclass (@Drombeys) - Set maximum textures quality by default (@MAYLAYSHEZ)
- Fixed double
ShaderResourceViewcreation (@Vertver) - Set initial values of
CROS_implclass variables (@Drombeys)
- Implemented crosshair control in adjust interface (@Shtrecker)
- Fixed spawn grenade after grenade change (@Shtrecker)
- Fixed
hud_fovcommand (@Shtrecker) - Added
checkout_bonesparameter forCMissileclass (@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
UICursorcontrol (@Hrusteckiy) - Implemented customization of
UITrackBarcontrol (@Hrusteckiy) - Fixed crashes on
UIItemInfonon-existent node (@Hrusteckiy) - Added method for quick adding any custom static (@Hrusteckiy)
- Fixed NPC dispersion by rank (@Hrusteckiy, @SurDno)
- Deleted R_ASSERT2 in
CUIDialogWnd::HideDialogmethod (@ForserX) - Deleted duplicated
Fvector2inCUICellContainer::PlaceItemAtPosmethod (@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_posfunction export (@Drombeys) - Added exception message to
SetCharacterCommunitymethod (@Drombeys) - Fixed incorrect type passed
GameObject::eDeathcallback (@Drombeys) - Added object existence check (@Drombeys)
- Fixed spawn paths related errors (@Drombeys)
- Fixed message output in
show_dialogfunction (@Drombeys) - Deleted
dump_infoscommand fromactor_binder:updatefunction (@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_zoomweapon parameter (@Drombeys, @Hozar2002) - Added underrun buffer checking to fix playback bug (@johncurley)
- Fixed walking in
mcLookoutstates (@Shtrecker) - Set initial values of
CStreamReaderclass 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)
- 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_fileswith-clear_temp_fileskey (@ForserX) - Implemented show of all missing TGA textures and THM files (@ForserX)
- Replaced MMX with SSE in
Place_Perpixelfunction (@ForserX) - Fixed loop in
CGraphMergermethod (@Drombeys) - Deleted duplicated and dead files from xrAI (@ForserX)
- Added
-allkey to compilers and enable-do -ai -lcmodes (@ForserX) - Merged compilers into one project (@ForserX)
- Fixed saving
build.cformfile 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)
- 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)
- Added logo icons and TortoiseGit config (@acidicMercury8)
- Fixed incorrect including of
FastDelegateheader (@Drombeys) - Fixed project references and links (@acidicMercury8)
- Replaced
_snprintfwith_snprintf_sin ODE (@Drombeys) - Deleted
IsPCAccessAllowedfunction (@Drombeys) - Deleted
ComputeModuleHashfunction (@Drombeys) - Deleted
is_enough_address_space_availablefunction (@Drombeys) - Deleted unused
ttapiincludes (@Drombeys) - Deleted unused
pSettingsAuthpointer (@Drombeys)
- Deleted
CopyProtectionmodule (@Drombeys)
- Fixed incorrect including of header files in renders projects (@Drombeys)
- Fixed shotgun reload (@Shtrecker)
- Fixed incorrect including of header files in xrGame project (@Drombeys)
- Deleted
boost::noncopyablerelated code from xrGame (@Drombeys)
- Fixed fog displaying on static lighting (@Hozar2002)
- Unified shaders refactoring with IX-Ray 1.5 (@Drombeys)
- 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_ptruse 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_ARGBandD3DCOLOR_XRGBmacroses (@Drombeys) - Replaced legacy DirectX Math with DirectXMath analog (@Drombeys)
- Replaced
__uuidofwithIID_PPV_ARGS(@Drombeys) - Replaced
__interfacekeyword withclass(@Drombeys) - Replaced
STATIC_CHECKwithstatic_assert(@Drombeys) - Replaced
__asm int 3with__debugbreak(@Drombeys) - Replaced
__asm pausewith_mm_pause(@Drombeys) - Replaced
GetCLKfunction with unified analog (@Drombeys) - Replaced
GetTickCountwithGetTickCount64function (@Drombeys) - Replaced
_snprintfwith_snprintf_sfunction (@Drombeys) - Replaced
std::auto_ptrpointers withstd::unique_ptr(@Drombeys) - Replaced
std::bind1standstd::bind2ndwith lambda functions (@Drombeys) - Replaced linker directives with project references (@acidicMercury8)
- Replaced
FS_DEBUGmacro withDEBUG(@Drombeys) - Renamed
xrDebugNewmodule toxrDebug(@MAYLAYSHEZ) - Deleted pragma deprecations (@acidicMercury8)
strcpy,strcpy_s,sprintf,sprintf_s,strcat,strcat_s
- Deleted
get_ref_countfunction (@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::noncopyableuse cases from editor and xrPhysics (@Drombeys) - Deleted
std::binary_functionuse cases (@Drombeys) - Deleted
std::unary_functionuse cases (@Drombeys) - Deleted unused
dwFramefield ofxrCoreclass (@Drombeys) - Deleted unused
_GPA_ENABLEDblocks (@Drombeys)
- 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)
- Fixed
cam_inertconsole command (@MAYLAYSHEZ) - Fixed bones synchronization (@xrLil-Batya)
- Fixed OGG related code of xrSound (@vadvalskiy)
- Deleted
xrTheora_Surface_mmxmodule (@Drombeys) - Deleted SecuROM related code (@Drombeys)
- Deleted unused modules from xrSound (@vadvalskiy)
- Deleted
mailSlotmodule (@Drombeys) - Deleted launcher related code (@Drombeys)
- Deleted
no_singlemodule (@Drombeys) - Deleted
dedicated_server_onlymodule andPROTECT_APImacros (@Drombeys) - Implemented
hud_fovitem parameter (@Shtrecker) - Implemented
g_infoandd_infoconsole commands (@Drombeys) - Implemented
g_moneyconsole command (@Drombeys) - Implemented
g_spawnandg_spawn_invconsole 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
-nointrokey withkeypress_on_startcommand (@Drombeys) - Refactored some sound modules (@johncurley, @vadvalskiy)
- Fixed floating types converting in weather editor (@vadvalskiy)
- Fixed weather editor project (@vadvalskiy)
- Deleted unused resource files from weather editor (@vadvalskiy)
- 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
MaxAnisotropyparameter 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_minmaxshader (@OldSerpskiStalker) - Fixed transparent on static lightning (@Hozar2002)
- Fixed indentation of texture memory message (@MAYLAYSHEZ)
- Added
r2_use_bumpcommand to disable bumps on R2+ renderers (@DanceManiac) - Activated
R2FLAG_USE_BUMPflag by default (@Drombeys) - Set
DXGI_ENUM_MODES_INTERLACEDflag (@Drombeys) - Replaced
asmblock with standard math functions (@Drombeys) - Replaced legacy DirectX Tex with DirectXTex analog (@Drombeys)
- Replaced deprecated shader compiler with Windows SDK analog (@Drombeys)
- Refactored
dx11Textureclass (@Drombeys) - Decomposed screenshot creation methods (@Drombeys)
- Deleted duplicated
END_EPSconstant (@Drombeys) - Deleted Direct3D 10 dependencies (@Drombeys)
- Deleted unused mipped noise (@Drombeys)
- Deleted Intel GMA related code (@Drombeys)
- Deleted unused
sunfilteroption (@Drombeys) - Deleted unused
accum_directmethods (@Drombeys) - Deleted
bugoption in all renders (@Drombeys) - Deleted
sjitteroption in all renders (@Drombeys) - Deleted
depth16option in all renders (@Drombeys) - Improved depth buffer format handling (@Drombeys)
- Implemented disabling of anisotropic filtering in Direct3D 10+ (@Drombeys)
- Implemented
mipLodBiasproperty 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)
- 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)
- Fixed text line alignment for talk dialogs (@Hrusteckiy)
- Fixed
object_alivecondition inbind_monsterscript (@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)
- Enabled assets packing
- Replaced
dxerrwith Windows SDK analog - Replaced
stricmpwith POSIX analog - Simplificated
get-dependenciesscript launching - Incompletely integrated DirectXMesh
- 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_reloadcommand - 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
- 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
sloadfor correct nearest bumps displaying - Fixed
s_distortparameter forparticles_xaddblender 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_dircounting foraccum_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
- Deleted
r2_shadow_cascede_oldconsole command
- Replaced
deleteoperator withxr_delete()function in xrXMLParser
- Implemented knife parameters class and and related features
- Implemented
use_conditionparameter - Implemented notification restarting for
r2_suncommand
- Added basic editorconfig
- Normalized line endings for the root files
- Disabled use cases of
MSAA_ATEST_DX10_1_NATIVE - Disabled
r3_minmax_smby 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_dofon 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_weatherconsole command - Added additional
read_sun_configconsole command - Added
trees_amplitudeoption to weather settings - Set FPS limit on UI rendering
- Increased range of near cascade
- 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_softshader forwater_studenandwater_ryaska
- 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
- Replaced custom
xr_deque<T>andxr_vector<T>with aliases ofstd::deque<T>andstd::vector<T> - Placed
clear_and_reserve()method ofxr_vector<T>class in a separate function - Partially replaced STL extension aliases with
usinganalogs - Deleted
DEF_*andDEFINE_*macroses from STL extensions
- Replaced path to
shaders_cachein 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
- Replaced
Flobbster.Windows.Formsbinary - Replaced
dockpanelsuiteand bumped to3.1 - Deleted unused Intel VTune functionality
- Deleted unused OpenAutomate functionality
- Bumped
TargetFrameworkto .NET Framework 4.7.2
- Added resources
- Normalized encoding of scripts
- 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++11finalspecifier
- Removed BugTrap and minizip
- Fixed
Debugconfiguration workability - Fixed window focus error
- Fixed
-nointrokey - 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
- Incompletely integrated DirectXTex
- 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
- Fixed looping and breaking the stack on
NODEFAULT
- Fixed skyboxes stretching