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Changelog

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Full changelog of IX-Ray 1.6 project

Release 1.3.3 (January 2026)

Common

  • Updated root documents (@Drombeys)

Engine

  • Added log1 function for script message output to log (@MAYLAYSHEZ)
  • Added security check for CScriptEntity::vfUpdateSounds() method (@Drombeys)
  • Centralized IK calculation in one place (@v2v3v4)
  • Disabled by force fixed objects (@v2v3v4)
  • Fixed comma-separated OMF animation mask reading (@Drombeys)
  • Set main menu FPS lock to 120 (@MAYLAYSHEZ)

Graphics

  • Fixed typo in texture loading message (@Drombeys)
  • Fixed wallmark display (@Drombeys)
  • Improved light source testing on sectors and portals (@v2v3v4)

Gameplay

  • Fixed restrictor triggers when legs are enabled (@v2v3v4)
  • Fixed weapon data cleaning implementation (@Shtrecker)
  • Refactored first-person leg code (@v2v3v4)
  • Reworked booster system functionality (@Shtrecker)

Toolchain

  • Fixed numeric issues in Editors (@ForserX)
  • Fixed UI/UX issues in Level Editor (@ForserX)
  • Restored auto-mod selection feature (@ForserX)

Release 1.3.2 (January 2026)

Common

  • Selected xrEngine project by default during solution generation (@Drombeys)
  • Updated root documents (@Drombeys)
  • Updated website (@ForserX)

Engine

  • Added self-model ignoring in feel vision (@v2v3v4)
  • Applied LineSpacing for CGameFont (@v2v3v4)
  • Fixed shape intersection issues (@v2v3v4)
  • Fixed single-line Lua snippet reading (@ForserX)
  • Fixed window focus in fullscreen mode (@Drombeys)
  • Forced function inlining (@v2v3v4)
  • Implemented separate Render Object Specific for rain to prevent hand darkening (@v2v3v4)

Graphics (renders, shaders)

  • Added FORWARD_REFLECTION_MIPS_GEN GPU event (@Drombeys)
  • Added particle_s-mul shader in D3D11 (@Drombeys)
  • Added security check for has_light_visible_from_sectors method (@Drombeys)
  • Clamped GTAO radius in shaders (@LVutner)
  • Fixed double particle rendering (@v2v3v4, @Dimakuzmin)
  • Fixed wetness effect implementation (@Hozar2002)
  • Forced early-z for accum_base shader (@LVutner)
  • Implemented snow mask disabling capability for specific locations (@ForserX)
  • Improved DFV approximation in shaders (@LVutner)
  • Improved water shader for proper display of defective textures (@Hozar2002)

Gameplay

  • Added additional mouse bindings (@Drombeys, @BASE1707)
  • Added center mode support for CUIStackPanel control (@St4lker0k765)
  • Added chimera configuration for animation prefix override (@mnelenpridumivat)
  • Added critical sections for game fonts (@v2v3v4)
  • Added logging for incorrectly configured bones (@St4lker0k765)
  • Added stub functions for Gasmask script exports (@Drombeys, @BASE1707)
  • Added translation reload for upgrades (@St4lker0k765)
  • Added visual identification helper (@v2v3v4)
  • Detached legs position from root bone (@Drombeys)
  • Disabled hitmarks and news rendering when HUD was disabled (@St4lker0k765)
  • Extended Explosive module capabilities (@Drombeys, @BASE1707)
  • Fixed box_x_axis calculation in trajectory collision checking (@mnelenpridumivat)
  • Fixed sv_adm_menu_ban_time warning in console (@St4lker0k765)
  • Fixed Call of Chernobyl item drop and trading crashes (@Romann, @revolucas)
  • Fixed chimera attack animations when only one unnumbered animation existed (@mnelenpridumivat)
  • Fixed crash caused by grenade throwing (@v2v3v4)
  • Fixed crash for scopes with target illumination (@v2v3v4)
  • Fixed crash on missing upgrades_properties section (@St4lker0k765)
  • Fixed crash when inserting artifacts into locked belt (@St4lker0k765)
  • Fixed crash with duplicate task targets (@St4lker0k765)
  • Fixed infinite money trades (@Shtrecker)
  • Fixed menu text alignment after resolution change (@St4lker0k765)
  • Fixed minimum and maximum character money (@Shtrecker)
  • Fixed NPC shaking when aiming at nearby player (@v2v3v4)
  • Fixed physics for proper ladder functionality (@ForserX)
  • Fixed script export functionality (@Hozar_2002)
  • Fixed single item selection (@MAYLAYSHEZ)
  • Fixed talk menu display issue (@St4lker0k765)
  • Implemented game save creation limit (@Drombeys)
  • Improved g_fight_fast_respawn console command (@v2v3v4)
  • Improved FOV change handling during running (@Hozar2002)
  • Optimized InBelt and InRuck functions (@Shtrecker)
  • Removed missing danger fov warning (@St4lker0k765)
  • Removed verify in CWeaponBinoculars::OnZoomOut method (@Drombeys)
  • Returned UpdateCameraDirection function (@St4lker0k765)
  • Reverted "Improve AI system" (@Drombeys)
  • Set parameters with default values (@v2v3v4)

Resources

  • Added missing English locale XMLs for Clear Sky (@St4lker0k765)
  • Bypassed crash on invalid AI map at kamp point (@Drombeys)
  • Fixed broken logic in [logic@defend_work2] section (@Drombeys)
  • Fixed missing trade caption in Clear Sky (@St4lker0k765)
  • Fixed option application in Clear Sky (@St4lker0k765)
  • Fixed text size for upgrades window (@St4lker0k765)

Toolchain

  • Added portal shader for Editors (@ForserX)
  • Always initialized xrDebug for Editors (@St4lker0k765)
  • Did not skip loading on GUID mismatch (@St4lker0k765)
  • Disabled async LOD calculation due to rendering architecture limitations (@ForserX)
  • Fixed ai_map_ixray.part loading (@mnelenpridumivat)
  • Fixed Bone Form opening (@mnelenpridumivat)
  • Fixed EditorProp initialization in SGameMtlPair during AE loading (@mnelenpridumivat)
  • Fixed debug portal drawing (@ForserX)
  • Fixed editor implementation issues (@ForserX)
  • Fixed ImGui error with No Sun checkbox IDs (@mnelenpridumivat)
  • Fixed loop condition and used empty() method in xrLC (@ForserX)
  • Fixed particle destruction in Particle Editor (@ForserX)
  • Fixed Play Level and Play Clean Game buttons (@VodkaNET)
  • Fixed sector loading issues (@St4lker0k765)
  • Fixed Shader Editor material issues (@ForserX)
  • Fixed Sound Editor opening (@ForserX)
  • Fixed textures loading in xrAI (@St4lker0k765)

Release 1.3.1 (December 2025)

Common

  • Updated root documents (@Drombeys)
  • Updated website and documentation (@Drombeys, @ForserX, @St4lker0k765, @GladiatorVS, @mnelenpridumivat, @kola2451, @FFx0001)

Engine

  • Added error checking for BN_bn2dec function (@openhands)
  • Fixed critical crash when mob path doesn't exist (@Drombeys)
  • Fixed memory leak in ASN.1 combination (@tabudz)
  • Fixed overflow checking in BN_bn2dec function (@openhands)
  • Fixed potential infinite loop in BN_mod_sqrt function (@openhands)
  • Implemented cursor emulation for fullscreen, use system cursor for windowed mode (@ForserX)
  • Prevented small subgroup attacks on DH/DHE (@tabudz)
  • Restored FPS lock for menus (@v2v3v4)

Graphics (renders, shaders)

  • Added GPU event disabling (@Drombeys, @ForserX)
  • Fixed clouds when using USE_LEGACY_SKY_TONEMAP macro (@Hozar2002)

Gameplay

  • Added game crash on missing upgrade scheme (@St4lker0k765)
  • Added invalid community check to general_goodwill function (@St4lker0k765)
  • Added spacing support for CUIStackPanel (@St4lker0k765)
  • Added stack panel support for boosters and anomaly fields (@St4lker0k765)
  • Added vertical modes for CUIStackPanel (@St4lker0k765)
  • Excluded missing ammo section from ammo switching (@St4lker0k765)
  • Fixed snd_reload_jammed sound for BM16 weapon (@Shtrecker)
  • Fixed ammunition display system loading (@Shtrecker)
  • Fixed info panel height for upgrade icons (@nicknames)
  • Fixed original booster usage bug(@Shtrecker)
  • Fixed original campfire sound playback bug (@v2v3v4)
  • Fixed script exports (@Shtrecker)
  • Fixed spot pointer position (@St4lker0k765)
  • Fixed unary minus operator in _vector3 (@ForserX)
  • Fixed weapon bones visibility (@Shtrecker)
  • Optimized animation parameter parsing (@ForserX)
  • Reset player movement states when g_no_clip is enabled (@v2v3v4)
  • Restored camera-shell collision detection logic (@Drombeys)

Resources

  • Added mouse sensitivity adjustment to UI in control options (@Drombeys)
  • Applied stretch mode for options window (@Drombeys)
  • Fixed base attack detection when NPC is not nearby (@FFx0001)
  • Fixed crash during location loading stage (@Drombeys)
  • Fixed original task marker misalignment bug (@St4lker0k765)

Toolchain

  • Fixed crash after item position and orientation reset (@St4lker0k765)
  • Reworked AI map saving to .part format for SDK compatibility (@VodkaNET)
  • Reworked slider handling in HUD adjust system (@Drombeys)

Release 1.3 (December 2025)

Common

  • Fixed build on newest Visual Studio 2026 version (@Drombeys)
  • Implemented CMake option to disable Discord (@ForserX)
  • Implemented github-pages (@ForserX, @kola, @GladiatorVS, @FFx0001)
  • Implemented UTF-8 support and fixed include cases (@ForserX)
  • Performed code cleanup (@ForserX)
  • Updated Dear ImGui to version 1.92.1 (@GladiatorVS)
  • Updated presets list for CMake (@TheParaziT)
  • Updated root documents (@Drombeys)

Engine

  • Added _nil value registration for LuaBind (@Drombeys)
  • Added -ldbg flag for Lua debugger auto-attach (@ForserX)
  • Added use_smoothed_delta command and spring inertia (@v2v3v4)
  • Added additional buttons to debug error message box (@mnelenpridumivat)
  • Added auto-correct for sun position by Y coordinate (@Drombeys)
  • Added data skip functions for IReader (@Shtrecker)
  • Added safety check for destination vertex assignment in setup_movement_params method (@Drombeys, @ForserX)
  • Added safety checks for item disassembly (@St4lker0k765)
  • Added security check for CScriptGameObject::set_dest_level_vertex_id method (@Drombeys)
  • Added security check for CTeleWhirlwind::draw_out_impact method (@Drombeys)
  • Added security check for player_hud::OnMovementChanged method (@Shtrecker)
  • Added virtual cast methods to avoid dynamic_cast (@Shtrecker)
  • Added xrGameSpy dependency to xrServer (@ForserX)
  • Applied new SDL3 to codebase (@Vertver, @ForserX)
  • Applied virtual cast methods in codebase (@Shtrecker, @v2v3v4)
  • Deleted unused API (@ForserX)
  • Enabled -designer key for mixed configuration (@Drombeys)
  • Enhanced rain system (@OldSerpskiStalker)
  • Executed Lua Coder script snippets on main thread (@Drombeys, @v2v3v4)
  • Exported get_material for CRayPick (@ForserX)
  • Extended logging in CScriptGameObject::bone_position method (@Drombeys, @Vyacheslav)
  • Extended OBB intersection functionality (@v2v3v4)
  • Fixed Status function for boolean commands (@St4lker0k765)
  • Fixed BSD naming convention for third-party (@ForserX)
  • Fixed crash after help console command (@St4lker0k765)
  • Fixed crash when executing set_position without sound (@St4lker0k765)
  • Fixed crash when rain is enabled with muted sounds (@Drombeys)
  • Fixed game time synchronization with global timer (@ForserX)
  • Fixed keyboard shortcut activation with Russian layout (@Drombeys)
  • Fixed lag during connection (@ForserX)
  • Fixed message output in attachable_hud_item::anim_play method (@Drombeys)
  • Fixed messages duplication in MSVC Debugger (@Hozar2002)
  • Fixed quotation mark display in console (@St4lker0k765)
  • Fixed rain sound playback under light sources (@v2v3v4)
  • Fixed server root path handling (@ForserX)
  • Implemented (RS0) null render for server (@isoboleskiy, @ForserX)
  • Implemented SQL Generator UI (@GladiatorVS)
  • Implemented std::stacktrace support in xrDebug (@GladiatorVS)
  • Implemented crash handler for unknown platform modes (@St4lker0k765)
  • Implemented DBService and MySQL connector (@hkuprin)
  • Implemented detailed debug information for minidumps (@ForserX)
  • Implemented distance-based packet sender optimization (@ForserX)
  • Implemented Euler yaw-pitch-roll inertia (@v2v3v4)
  • Implemented experimental building path fix (@Drombeys)
  • Implemented filesystem as intptr_t (@ForserX)
  • Implemented game window data retrieval (@v2v3v4)
  • Implemented initial SQL database generator (@ForserX)
  • Implemented large level support (@ForserX)
  • Implemented Linux support for generate_guid (@ForserX)
  • Implemented Lua exports printing via help() function (@ForserX)
  • Implemented Lua subfolder support (@FFx0001)
  • Implemented new client data synchronization system (@ForserX)
  • Implemented partial Linux feature (@ForserX)
  • Implemented Shadow of Chernobyl AI map and graph support (@St4lker0k765)
  • Implemented SoC archive format support (@St4lker0k765, @Xottab-DUTY)
  • Implemented splash screen using SDL framework (@GladiatorVS, @ForserX, @v2v3v4)
  • Implemented stack string (@wh1t3lord)
  • Implemented temporary connector optimization (@ForserX)
  • Implemented YAML format support (@ForserX)
  • Improved dedicated server and FreeMP implementation (@ForserX)
  • Improved input handling in ImGui manager (@Drombeys)
  • Improved Optick name capture (@Drombeys)
  • Improved server safety code (@ForserX)
  • Improved SQL database generation (@ForserX)
  • Increased font message buffer size (@Drombeys)
  • Increased game material subitem count (@Drombeys)
  • Made SQL system optional (@ForserX)
  • Migrated to Clang 18 and Ubuntu 24.04 LTS (@ForserX)
  • Moved xrCDB to xrCore/Collision module (@ForserX)
  • Optimized query requests (@v2v3v4)
  • Ported luabind to Linux (@ForserX)
  • Ported xrNetServer to Linux (@ForserX)
  • Ported xrSound to Linux (@ForserX)
  • Ported xrDXT to Linux (@ForserX)
  • Refactored filesystem platform code (@ForserX)
  • Removed CXImage dependency (@ForserX)
  • Removed Loki dependency (@ForserX)
  • Removed mem_debug configuration key (@Drombeys)
  • Removed ATL dependency (@ForserX)
  • Removed deprecated profiling macros (@ForserX)
  • Removed legacy Windows 2000 workaround (@St4lker0k765)
  • Removed memory statistics (@v2v3v4)
  • Removed templates from memory_space (@ForserX)
  • Reorganized files in xrCore module (@ForserX)
  • Replaced dynamic_cast with fast_dynamic_cast in LuaBind (@v2v3v4)
  • Replaced smart_cast with virtual_cast (@v2v3v4)
  • Replaced VIEWPORT_NEAR with Device.fViewportNear (@v2v3v4)
  • Replaced LuaBind source with FetchContent (@ForserX)
  • Restored intro_no_start_picture usage (@St4lker0k765)
  • Reworked open_chunk functionality (@ForserX)
  • Reworked Marshal save game (@Drombeys)
  • Reworked sound exports (@ForserX)
  • Rewritten FPSCounter with SDL3 (@ForserX)
  • Set default console configuration values (@Drombeys)
  • Showed current platform in engine startup info (@St4lker0k765)

Graphics (renders, shaders)

  • Added m_digiclock constant (@Drombeys)
  • Added m_timearrowN constants (@LVutner)
  • Added USE_BGRA_SKYCOLOR and USE_LEGACY_SKY_TONEMAP macros in shaders (@Hozar2002)
  • Added USE_NORMAL_HEMI_DISTRIBUTION macros (@ForserX, @Hozar2002)
  • Added shaders from Gunslinger (@Drombeys)
  • Applied preset configurations for DLSS (@Drombeys)
  • Applied snow mask for aref models (@ForserX)
  • Disabled hemi optimization (@Drombeys)
  • Extended G-Buffer functionality (@Hozar2002)
  • Fixed deband_color function (@Hozar2002)
  • Fixed get_bone implementation (@ForserX)
  • Fixed ShaderExternal cache saving (@Hozar2002)
  • Fixed 2x2 block sampling implementation (@LVutner)
  • Fixed and improved ambient occlusion implementation (@LVutner)
  • Fixed brightness on HUD items (@Hozar2002)
  • Fixed detector display brightness (@Drombeys)
  • Fixed incorrect scale calculation (@Hozar2002)
  • Fixed invalid shader enumeration and corrupted CBuffers in compute shader passes (@LVutner)
  • Fixed inverse view matrix calculation (@Hozar2002)
  • Fixed roughness in PBR terrain mode (@Hozar2002)
  • Fixed screenshot color scheme (@Drombeys)
  • Fixed self-lights in shaders (@Hozar2002, @Drombeys)
  • Fixed shadow gamma in PBR mode (@Hozar2002)
  • Fixed skybox rendering issues (@Hozar2002)
  • Fixed SSLR implementation issues (@Hozar2002)
  • Fixed string comparison in ShaderExternal (@Hozar2002)
  • Implemented base PBR reflections system (@Hozar2002)
  • Implemented collimator sight support (@Drombeys)
  • Implemented detail instancing in renderer (@LVutner)
  • Implemented GPU markers (@Vertver)
  • Implemented LUT texture support (@Hozar2002)
  • Implemented partial CGIM support (@Hozar2002, @zhoracementov)
  • Implemented PBR terrain support (@LVutner)
  • Implemented shader external functionality (@Hozar2002)
  • Implemented spatial reflections pass (@Hozar2002)
  • Implemented TAA for D3D10+ (@LVutner)
  • Implemented through sights system (@Hozar2002)
  • Implemented water offscreen reflections (@Hozar2002)
  • Implemented procedural snow (@Hozar2002, @ForserX, @Drombeys)
  • Improved detailed texture error logging (@Drombeys)
  • Improved GTAO implementation (@LVutner)
  • Improved PBR shader implementation on D3D11 (@Hozar2002)
  • Improved reflection accuracy and quality (@Hozar2002)
  • Improved shader error logging (@Hozar2002)
  • Optimized and fixed lighting system issues (@v2v3v4)
  • Optimized ground correction for detail objects (@Hozar2002)
  • Optimized GTAO filter shader path for SM4.1 (@LVutner)
  • Optimized rain system and moved update to separate thread (@v2v3v4)
  • Reimplemented debug rendering system (@ugozapad)
  • Removed bilateral filter from shaders (@LVutner)
  • Removed unnecessary functionality (@Hozar2002, @Drombeys)
  • Removed unsupported 800x600 resolution from available options (@Drombeys)
  • Replaced SSLR jitter implementation (@LVutner)
  • Restored and improved CRTC implementation on D3D11 (@Hozar2002)
  • Used png format for screenshots by default (@Drombeys)

Gameplay

  • Added add_cam_effector2 script export (@Drombeys)
  • Added auto_framewindow node support (@St4lker0k765)
  • Added CAddonManager script export (@St4lker0k765)
  • Added CScriptIniFile script exports (@Drombeys)
  • Added DoF on Talk options to settings (@Drombeys)
  • Added g_bobbing_factor to gameplay options (@Drombeys)
  • Added g_hit_slowmo to gameplay options (@Drombeys)
  • Added GetDetector function (@Shtrecker)
  • Added hud_crosshair_point console command (@Shtrecker)
  • Added IsInCar script export (@Drombeys)
  • Added kQUIT and kSCREENSHOT support in cutscenes (@ForserX)
  • Added native_scale attribute for cursor (@St4lker0k765)
  • Added set_default_visual script export (@St4lker0k765, @Vyacheslav)
  • Added set_fire script export (@ForserX, @Vyacheslav)
  • Added set_head_rotate script export (@Drombeys, @Vyacheslav)
  • Added set_health_ex export to Lua (@St4lker0k765)
  • Added set_yaw script export (@Drombeys, @Vyacheslav)
  • Added snd_throw and snd_throw_begin sounds for CMissile (@Shtrecker)
  • Added UseSavedGameStatic external function (@ForserX)
  • Added world2ui script export (@Drombeys)
  • Added wpn_aim_toggle to gameplay options (@Drombeys)
  • Added 8 bone parts support (@Shtrecker)
  • Added ability to disable 3rd person camera inertion (@St4lker0k765)
  • Added additional draw and holster sounds (@Shtrecker)
  • Added additional HUD hiding functionality (@St4lker0k765)
  • Added alternate reload scheme for CWeaponRG6 class (@Shtrecker)
  • Added an ability to disable inventory grid (@St4lker0k765)
  • Added animation suffixes (@Shtrecker)
  • Added armor artifact containers number display (@Shtrecker)
  • Added artifact degradation (@Shtrecker)
  • Added delayed weapon actions (@Shtrecker)
  • Added detector lam animations (@Shtrecker)
  • Added disassembly of items (@Shtrecker)
  • Added escape for valid_vertex_id errors (@ForserX)
  • Added exoskeleton servo sounds (@Drombeys)
  • Added external functionality for CScriptIniFile (@ForserX)
  • Added holster and show sounds for CMissile (@Shtrecker)
  • Added holster and show sounds for CWeaponKnife (@Shtrecker)
  • Added improvements for actor cameras (@Shtrecker)
  • Added last update time (@Shtrecker)
  • Added layered collection for snd_jam sounds (@Shtrecker)
  • Added links checking for CleanupInvalidNodes (@ForserX)
  • Added properly typed method for CMapLocation Lua export (@FFx0001)
  • Added pure call events for reactive storage (@FFx0001)
  • Added SoC-style UIMotionIcon support (@St4lker0k765)
  • Added sound effect to screenshot creation (@St4lker0k765, @Drombeys)
  • Added sound of rain hitting helmet (@Drombeys, @v2v3v4, @VOIN101)
  • Added square minimap support (@St4lker0k765)
  • Added static using for CUI3tButton control (@Hrusteckiy)
  • Added step wallmark option for engine_external (@ForserX)
  • Added strings related to boosters (@St4lker0k765)
  • Added suit's additional weight bonus display (@Shtrecker)
  • Added support for layered sounds for CCarWeapon and CHelicopter (@Drombeys)
  • Added tactical laser action (@Shtrecker)
  • Added trackbar button customizable size support (@St4lker0k765)
  • Added translation for maximum weight (@St4lker0k765)
  • Applied blending for shoot animations (@Shtrecker, @Drombeys, @v2v3v4)
  • Applied callback system for script calls from engine (@Drombeys)
  • Applied magnitude for UI stepper and trackbar values (@Hrusteckiy)
  • Applied magnitude scaling for options (@Drombeys)
  • Blocked weapon camera effector during detector use (@Shtrecker)
  • Cleaned legacy multiplayer code (@St4lker0k765)
  • Continued animation system fixes (@Shtrecker)
  • Decomposed and improved hands positions loading (@Shtrecker)
  • Decomposed night vision effector (@Shtrecker)
  • Decreased SprintFovFactor value in engine_external (@Drombeys)
  • Deleted 16x9 animations for detectors (@Shtrecker)
  • Deleted obsolete functions from CWeaponPistol class (@Shtrecker)
  • Disabled additional task icon only for Clear Sky (@St4lker0k765)
  • Disabled automatic ammo type changing (@Shtrecker)
  • Disabled CD-Key by default (@St4lker0k765)
  • Disabled flying functionality in FMP (@ForserX)
  • Disabled IK for dedicated server (@ForserX)
  • Disabled minimap show in inventory (@Drombeys)
  • Disabled motion marks for npc (@Shtrecker)
  • Disabled sprint while overweight (@St4lker0k765)
  • Expanded torch sound effects implementation (@Drombeys)
  • Exported get_ammo_sum function to Lua (@FFx0001)
  • Exported custom labels and text for inventory items to Lua (@FFx0001)
  • Extended on_take event for callback system (@FFx0001)
  • Extended ALife simulator script exports (@St4lker0k765)
  • Extended XML script exports (@Drombeys)
  • Fixed Capture the Artefact game mode (@St4lker0k765)
  • Fixed kill export to Lua (@Drombeys)
  • Fixed Net_Relevant functionality for FreeMP (@ForserX)
  • Fixed remember function functionality from Lua (@ForserX)
  • Fixed set_visual_name export for Lua (@Drombeys)
  • Fixed SetFont and GetFont functions (@St4lker0k765)
  • Fixed switch_to_upgrade function (@St4lker0k765)
  • Fixed switchammotype key flag (@Shtrecker)
  • Fixed active contact drawing on minimap in FreeMP (@ForserX)
  • Fixed actor hit postprocess in FreeMP (@St4lker0k765)
  • Fixed advanced detector bone callback (@Shtrecker)
  • Fixed AI stalker events from client implementation (@DimaKuzmin)
  • Fixed ammo accounting in multiplayer (@MiX225)
  • Fixed ammo in TDM buy menu for Clear Sky (@St4lker0k765)
  • Fixed animation end callback handling (@Shtrecker)
  • Fixed animation system in CWeaponBM16 (@Shtrecker)
  • Fixed binder implementation in FreeMP (@ForserX)
  • Fixed bone visibility issues (@Shtrecker)
  • Fixed booster and weight system (@ForserX)
  • Fixed cleaning q_nearest in single gamemode (@ForserX)
  • Fixed condition display in item information (@ForserX)
  • Fixed crash in PDA tutorial (@St4lker0k765)
  • Fixed crash when menu_network_game is missing (@St4lker0k765)
  • Fixed crash when loading spawn without factions in Clear Sky (@St4lker0k765)
  • Fixed critical bugs in Clear Sky (@St4lker0k765)
  • Fixed custom combo box implementation (@St4lker0k765)
  • Fixed disappearing weapon sounds (@Drombeys, @VaIeroK)
  • Fixed door implementation for FreeMP (@ForserX)
  • Fixed effectors for FreeMP (@ForserX)
  • Fixed empty click state handling (@Shtrecker)
  • Fixed empty zoom state handling (@Shtrecker)
  • Fixed forced item hiding (@Shtrecker)
  • Fixed FreeMP mode issues (@ForserX)
  • Fixed grenade changing (@Shtrecker)
  • Fixed hints for draggable monsters (@St4lker0k765)
  • Fixed hit initiator during collisions (@Graff46)
  • Fixed HUD animation playback in FreeMP (@ForserX)
  • Fixed incorrect bone transformations (@ForserX, @Vyacheslav, @SkyLoaderr)
  • Fixed item description window width (@Hrusteckiy)
  • Fixed item hovering overlap (@St4lker0k765)
  • Fixed item retrieval from unknown slots (@ForserX)
  • Fixed item throwing direction (@MiX225)
  • Fixed journal and encyclopedia functionality (@St4lker0k765)
  • Fixed knife kick implementation (@Shtrecker)
  • Fixed last save game loading (@Drombeys, @St4lker0k765)
  • Fixed leg shift in multiplayer (@DriveAlphinist)
  • Fixed legacy ammo counter implementation (@St4lker0k765)
  • Fixed legacy outfit parameters (@St4lker0k765)
  • Fixed legacy scrollbar implementation (@St4lker0k765)
  • Fixed legacy UI issues (@St4lker0k765)
  • Fixed level controller implementation (@Shtrecker)
  • Fixed loading stage implementation issues (@St4lker0k765)
  • Fixed map pointer distance (@St4lker0k765)
  • Fixed map spot implementation (@St4lker0k765)
  • Fixed missing artifact parameters (@St4lker0k765)
  • Fixed missing elements in outfit information (@St4lker0k765)
  • Fixed missing textures in CUIFrameWindow (@St4lker0k765)
  • Fixed monster slide animation in FreeMP (@ForserX)
  • Fixed multiplayer issues (@St4lker0k765)
  • Fixed multiple multiplayer issues (@DimaKuzmin)
  • Fixed NPC carried weight calculation (@Drombeys, @VOIN101)
  • Fixed NPC logic lag in multiplayer (@Drombeys)
  • Fixed NPC twitching issues (@ForserX)
  • Fixed nullptr in inventory drop item (@Kuprin)
  • Fixed options alignment in Clear Sky (@St4lker0k765)
  • Fixed PDA launchability (@St4lker0k765)
  • Fixed player teleportation system (@ForserX)
  • Fixed pointer-related crashes and singleplayer condition output (@MiX225)
  • Fixed progress bar updates for inventory items (@St4lker0k765)
  • Fixed progress color implementation for consumable items (@St4lker0k765)
  • Fixed property display for weapons with zero magazine size (@Drombeys, @Alundaio)
  • Fixed rain sound in Clear Sky (@St4lker0k765)
  • Fixed Red Forest forester Feel_Vision shape type (@wh1t3lord)
  • Fixed remaining usage issues in CoC (@St4lker0k765)
  • Fixed repair kit usage attempt (@Drombeys)
  • Fixed RG6 shot implementation in FreeMP (@ForserX)
  • Fixed second magazine loading implementation (@Shtrecker)
  • Fixed server list display (@St4lker0k765)
  • Fixed shooting in grenade mode (@Shtrecker)
  • Fixed shooting in weapon-free zones (@Shtrecker)
  • Fixed shotgun ammo loading (@Shtrecker)
  • Fixed sleepiness factor implementation (@ForserX)
  • Fixed sound target creation for voice chat (@ForserX)
  • Fixed story tasks appearing in Clear Sky task list (@St4lker0k765)
  • Fixed string size definition in script exports (@Drombeys)
  • Fixed talk menu persistence after upgrade switch (@St4lker0k765)
  • Fixed trading in FreeMP (@ForserX)
  • Fixed upgrade debugging in GameSP (@DimaKuzmin)
  • Fixed upgrade menu opening (@Shtrecker)
  • Fixed upgrade window deinitialization (@Shtrecker)
  • Fixed vanilla all.spawn reading after FreeMP changes (@ForserX)
  • Fixed various multiplayer issues (@ForserX)
  • Fixed vehicle-related issues (@ForserX)
  • Fixed voice chat, grenade and UI systems (@ForserX)
  • Fixed weapon hiding on ladders with active firemode (@ForserX)
  • Ignored missing light_burn hit sounds (@St4lker0k765)
  • Implemented actor_before_death callback for bind_stalker script (@St4lker0k765)
  • Implemented block_firemode_glm parameter (@Shtrecker)
  • Implemented block_reload parameter (@Shtrecker)
  • Implemented camera_pos2 for vehicle configurations (@Graff46)
  • Implemented CFlashlight class functionality (@Shtrecker)
  • Implemented class_info script export (@wh1t3lord)
  • Implemented clone_upgrades export to Lua (@Shtrecker)
  • Implemented CUIActorMenu exports for Lua (@St4lker0k765)
  • Implemented CUICustomSpin customization (@St4lker0k765)
  • Implemented CUIStackPanel control (@ForserX)
  • Implemented dest_level_name property for cse_alife_level_changer (@Graff46)
  • Implemented g_hit_slowmo console command for actor hit slowdown (@Drombeys, @Vyacheslav)
  • Implemented g_unlimited_durability console command (@Drombeys)
  • Implemented get_actor_power_boost_time script export (@Drombeys)
  • Implemented get_build_id export for Lua (@Drombeys)
  • Implemented GetTimeDeltaSafe method (@Shtrecker)
  • Implemented hud_fov_factor parameter (@Shtrecker)
  • Implemented level.jump_level script function (@Graff46)
  • Implemented level().main_input_receiver() script export (@St4lker0k765)
  • Implemented lua_debug_print export for Lua (@Drombeys)
  • Implemented PatrolPathStorage exports for Lua (@St4lker0k765, @Drombeys)
  • Implemented r_file_as_string script export (@Drombeys)
  • Implemented rain_drops_roof and thunder_drops_roof effects (@ForserX)
  • Implemented reload_system_ini function (@St4lker0k765)
  • Implemented Removed invalid nodes button (@ForserX)
  • Implemented ResetOriginalRect script export (@Drombeys)
  • Implemented restricted_gl_and_sil parameter (@Shtrecker)
  • Implemented send script export (@Drombeys)
  • Implemented SetARGB script export (@Drombeys)
  • Implemented SetFont and GetFont script methods (@St4lker0k765)
  • Implemented SetMisfireStatus function (@Shtrecker)
  • Implemented SetWidth and SetHeight script exports (@St4lker0k765)
  • Implemented switch_detector script export (@Shtrecker)
  • Implemented trigger_* script export (@wh1t3lord)
  • Implemented UIArrowStepper control (@Hrusteckiy)
  • Implemented UIHint height adjustment based on text content (@Viнt@rь)
  • Implemented actor hit callback (@St4lker0k765)
  • Implemented actor needs display in inventory (@Drombeys)
  • Implemented additional Clear Sky compatibility layers (@St4lker0k765)
  • Implemented additional reload sounds (@Shtrecker)
  • Implemented additional script exports (@St4lker0k765)
  • Implemented adjustable icon scaling (@St4lker0k765)
  • Implemented advanced NPC synchronization system (@ForserX)
  • Implemented aim animations for detectors (@Shtrecker)
  • Implemented aim in/out animations (@Shtrecker)
  • Implemented aim moving animations (@Shtrecker)
  • Implemented alternate reload for CWeaponBM16 (@Shtrecker)
  • Implemented alternate zoom FOV calculation (@Shtrecker)
  • Implemented alternative scope system (@Drombeys, @Mortan)
  • Implemented ammo bone visibility system (@Shtrecker)
  • Implemented ammo getter methods (@Shtrecker)
  • Implemented anim bore exists flag (@Shtrecker)
  • Implemented backpack system (@Shtrecker, @Drombeys)
  • Implemented base car synchronization (@ForserX)
  • Implemented base HUD animator synchronization (@Shtrecker)
  • Implemented base movement animations (@Shtrecker)
  • Implemented base wounded player system (@ForserX)
  • Implemented bloodsucker invisibility in FreeMP (@MiX225)
  • Implemented bone part animation player (@Shtrecker)
  • Implemented bone parts support for weapons (@Hozar2002)
  • Implemented bone system (@Shtrecker)
  • Implemented booster time display (@Shtrecker)
  • Implemented burer shield in multiplayer (@MiX225)
  • Implemented Call of Chernobyl PDA support (@St4lker0k765)
  • Implemented callback approach for anomalies (@Drombeys)
  • Implemented camera switching in multiplayer (@St4lker0k765)
  • Implemented cartridge type change sound (@Shtrecker)
  • Implemented chambered ammo system (@Shtrecker)
  • Implemented clear mask action (@Shtrecker)
  • Implemented Clear Sky base HUD compatibility layer (@St4lker0k765)
  • Implemented collimator scope support (@Shtrecker)
  • Implemented comma-separated item section highlighting (@FFx0001)
  • Implemented conditions for level changers (@Graff46)
  • Implemented contact grenade parameters (@Shtrecker)
  • Implemented contacts window support (@St4lker0k765)
  • Implemented custom character portraits for outfits (@Shtrecker)
  • Implemented custom magazine size per ammo type (@Shtrecker)
  • Implemented customizable save game image size (@St4lker0k765)
  • Implemented customization of CUIComboBox control (@St4lker0k765)
  • Implemented delayed hands changing (@Shtrecker)
  • Implemented detector bolt throw animations (@Shtrecker)
  • Implemented detector force hide functionality (@Shtrecker)
  • Implemented detector hand draw and hide animations (@Shtrecker)
  • Implemented detector improvements in multiplayer (@MiX225)
  • Implemented detector knife kick animations (@Shtrecker)
  • Implemented detector preparation animations (@Shtrecker)
  • Implemented detector reaction for shooting (@Shtrecker)
  • Implemented device switching animations (@Shtrecker)
  • Implemented disassembly feature (@Shtrecker)
  • Implemented DoF and FOV increase during NPC dialogue (@Drombeys, @OldSerpskiStalker)
  • Implemented door callback functionality (@St4lker0k765)
  • Implemented dosimeter functionality (@ForserX)
  • Implemented DX11 shader gamma and contrast controls (@ForserX, @Hozar2002, @RainbowZerg)
  • Implemented dynamically expandable artifact belt (@Drombeys)
  • Implemented electronics problems feature (@Shtrecker)
  • Implemented empty and jammed click animations (@Shtrecker)
  • Implemented equipped item highlighting (@St4lker0k765)
  • Implemented explosion effect toggle parameter (@ForserX)
  • Implemented fallback language support in string table (@wasertech)
  • Implemented firemode changing animations (@Shtrecker)
  • Implemented firemode inspection (@Shtrecker)
  • Implemented font gradient functionality (@St4lker0k765)
  • Implemented footstep sounds during rain (@Drombeys, @v2v3v4, @VOIN101)
  • Implemented FOV increase during running (@Drombeys, @Shtrecker)
  • Implemented game object exports for Lua (@St4lker0k765, @Drombeys)
  • Implemented Gunslinger mod shotgun animations support (@Shtrecker)
  • Implemented Gunslinger-style inertia (@Shtrecker)
  • Implemented Gunslinger-style misfire system (@Shtrecker)
  • Implemented Gunslinger-style scope system (@Shtrecker)
  • Implemented helicopter synchronization (@ForserX)
  • Implemented hit callback for actors (@St4lker0k765)
  • Implemented hit source restrictions (@Graff46)
  • Implemented horizontal spin functionality (@St4lker0k765)
  • Implemented HUD hiding on Master difficulty (@St4lker0k765)
  • Implemented HUD section update functionality (@Shtrecker, @Drombeys)
  • Implemented HUD target customization (@St4lker0k765)
  • Implemented HUD torch light base (@Shtrecker)
  • Implemented HUD viewport data exports (@Drombeys)
  • Implemented infinite fire command similar to unlimited ammo (@wh1t3lord)
  • Implemented initial legacy actor_menu XML support (@St4lker0k765)
  • Implemented inventory and PDA status saving (@St4lker0k765)
  • Implemented inventory spawn list for FreeMP (@ForserX)
  • Implemented item donation capability (@St4lker0k765)
  • Implemented key actions from Gunslinger mod (@Shtrecker)
  • Implemented key press script override (@St4lker0k765)
  • Implemented kick sound effects (@Shtrecker, @Drombeys)
  • Implemented layered sounds for shooting only (@Shtrecker)
  • Implemented layered sounds for stationary machine guns (@Drombeys)
  • Implemented legacy actor_menu_item XML support (@St4lker0k765)
  • Implemented legacy inventory_upgrade.xml support (@St4lker0k765)
  • Implemented legacy PDA support (@St4lker0k765)
  • Implemented level name translation for screenshots (@St4lker0k765)
  • Implemented lightweight ammo bones scheme (@Shtrecker)
  • Implemented Lua table and string extensions (@Drombeys)
  • Implemented magazine inspection (@Shtrecker)
  • Implemented mechanic property for client NPCs via scripts (@Graff46)
  • Implemented misfire mode switching (@St4lker0k765)
  • Implemented mixed level.ai support for spawn building (@ForserX)
  • Implemented motion suffix generator (@Shtrecker)
  • Implemented motion-based sound playback (@Shtrecker)
  • Implemented multiple item spawning in multiplayer (@St4lker0k765)
  • Implemented multiple quick save slots (@Drombeys)
  • Implemented mutant kick animator (@Shtrecker)
  • Implemented new game event for actor spawning (@hkuprin)
  • Implemented new icon options for dialogues (@Hrusteckiy)
  • Implemented new inventory functions (@St4lker0k765)
  • Implemented NPC face focus during dialogue (@Drombeys, @v2v3v4)
  • Implemented NPC voice configuration (@Graff46)
  • Implemented NPC weapon usage workaround (@Drombeys)
  • Implemented NVG and headlamp animator support (@Shtrecker)
  • Implemented optional cell_item_custom parameters (@Drombeys)
  • Implemented optional face focus feature (@Drombeys)
  • Implemented optional HUD armor condition from Clear Sky (@St4lker0k765)
  • Implemented optional load stages in engine_external (@St4lker0k765)
  • Implemented optional motion icon (@St4lker0k765)
  • Implemented optional PDA button rearrangement (@St4lker0k765)
  • Implemented optional pistol slot in inventory (@St4lker0k765)
  • Implemented optional sight icon drawing behind weapon (@Drombeys, @Hozar2002, @VOIN101)
  • Implemented optional spring FOV factor (@Drombeys)
  • Implemented overweight system for FreeMP (@St4lker0k765)
  • Implemented partial feature from issue 2055 (@ForserX, @Vyacheslav)
  • Implemented partial multiplayer feature (@ForserX)
  • Implemented partial ported upgrades from OMP (@ForserX)
  • Implemented Platform option in engine_external (@St4lker0k765)
  • Implemented prepare detector motion marker (@Shtrecker)
  • Implemented proper round map checking (@St4lker0k765)
  • Implemented properties from Call of Chernobyl (@St4lker0k765)
  • Implemented pump sound effect (@Shtrecker)
  • Implemented pure inventory box callbacks (@FFx0001)
  • Implemented quick language switching in main menu (@St4lker0k765, @GladiatorVS)
  • Implemented rain sound volume property (@Drombeys)
  • Implemented raypick script export (@St4lker0k765)
  • Implemented real-time language switching system (@Drombeys)
  • Implemented reload motion marker (@Shtrecker)
  • Implemented RPM logic (@Shtrecker)
  • Implemented safer player camera updates in vehicles (@ForserX)
  • Implemented save extension functionality (@St4lker0k765, @Drombeys, @wh1t3lord)
  • Implemented schedule scaling in dedicated server (@DimaKuzmin)
  • Implemented screenshot capability with disabled input (@St4lker0k765)
  • Implemented script events and API from OMP (@ForserX)
  • Implemented script exports from issue 2055 (@ForserX, @Vyacheslav)
  • Implemented script folder reading functionality (@DimaKuzmin)
  • Implemented scriptable PDA and inventory disabling (@St4lker0k765)
  • Implemented shape creation in context menu (@ForserX)
  • Implemented shotgun misfire animations (@Shtrecker)
  • Implemented sleepiness indicator in UI (@ForserX)
  • Implemented sprint blocking during aim transitions (@Shtrecker)
  • Implemented sprint blocking during detector use (@Shtrecker)
  • Implemented sprint in/out animations (@Shtrecker)
  • Implemented tactical torch for weapons (@Shtrecker)
  • Implemented talk menu hiding after trade switch (@St4lker0k765)
  • Implemented third ammo type support (@St4lker0k765)
  • Implemented trackbar setter methods (@FFx0001)
  • Implemented trading in multiplayer (@kola2451)
  • Implemented UI compatibility layer (@St4lker0k765)
  • Implemented UI exports for Lua (@St4lker0k765)
  • Implemented ultrawide screen support (@St4lker0k765)
  • Implemented unjamming for repaired guns (@Shtrecker)
  • Implemented upgrade info drawing in two columns (@Hrusteckiy, @Drombeys)
  • Implemented user-spot section override from global config (@FFx0001)
  • Implemented vehicle exports for Lua (@St4lker0k765)
  • Implemented weapon quick kick feature (@Shtrecker)
  • Implemented weapon recoil pattern system (@LostAlphaRus)
  • Implemented weapon unloading and cannon module connection (@MiX225)
  • Improved getAmmoTypes function (@Shtrecker)
  • Improved AI system (@Drombeys)
  • Improved highlighting system (@St4lker0k765)
  • Improved hud adjust (@Drombeys)
  • Improved HUD animator system (@Shtrecker)
  • Improved HUD sound system (@Drombeys, @Shtrecker, @St4lker0k765)
  • Improved overall stability and script error logging (@Drombeys)
  • Improved scope attachment system (@Shtrecker)
  • Improved server stability (@ForserX)
  • Improved smart cover system (@St4lker0k765)
  • Improved theme editor functionality (@ForserX)
  • Improved track bar implementation (@Hrusteckiy)
  • Improved UI ranking system (@St4lker0k765)
  • Improved ultrawide screen compatibility (@St4lker0k765)
  • Improved upgrade button state handling (@Shtrecker)
  • Improved weapon sound loading logging (@Drombeys)
  • Made HUD adjust step depend on mouse sensitivity (@v2v3v4)
  • Made skin selector less platform-dependent (@St4lker0k765)
  • Moved backend UI configs to separate folder (@Hrusteckiy)
  • Moved GameSP to CurrentGameUI implementation (@DimaKuzmin)
  • Optimized Lua table and string extensions (@Drombeys)
  • Optimized network traffic (@ForserX)
  • Optimized sound collection (@ForserX)
  • Ported server system from Clear Sky (@St4lker0k765)
  • Prevented bag spawning on disconnect (@ForserX)
  • Refactored GametaskManager module (@wh1t3lord)
  • Refactored engine external system (@wh1t3lord)
  • Refactored fire mode system (@Shtrecker)
  • Refactored sound playback and implemented sound flags (@Shtrecker)
  • Refactored UIWpnParams and fixed array bounds issues (@v2v3v4)
  • Refactored weapon module implementation (@Shtrecker)
  • Reimplemented HUD animator system (@Shtrecker)
  • Removed InitAutoFrameLineGroup function (@St4lker0k765)
  • Removed ServerAdmin host renaming (@St4lker0k765)
  • Removed account check for public server (@St4lker0k765)
  • Removed additional platform checks (@St4lker0k765)
  • Removed CD-Key validation (@St4lker0k765)
  • Removed invalid vertex crash (@St4lker0k765)
  • Removed legacy ammo counter workaround (@St4lker0k765)
  • Removed platform checks from UISkinSelector module (@St4lker0k765)
  • Replaced GameSpy servers with GSC servers (@St4lker0k765)
  • Replaced text dashes with infinity symbol in-game (@Drombeys)
  • Restored alife_simulator:object script export (@Drombeys)
  • Restored eat_condition functionality (@ForserX)
  • Restored mp_game_cl.on_connected function (@ForserX)
  • Restored actor stats (@Drombeys)
  • Restored custom map hints for additional tasks (@St4lker0k765)
  • Restored faction war window in PDA (@St4lker0k765)
  • Restored legacy ammo counter from Clear Sky (@St4lker0k765)
  • Restored legacy controls from Clear Sky (@St4lker0k765)
  • Restored legacy script exports (@Drombeys)
  • Restored mutant functionality (@St4lker0k765)
  • Restored player bag touch in FreeMP (@ForserX)
  • Restored SoC-style text highlight (@St4lker0k765)
  • Reworked CUIMMShniaga implementation (@St4lker0k765)
  • Reworked HD icon atlas system (@Drombeys)
  • Reworked multiplayer trading system (@ForserX)
  • Updated BulletManager implementation (@v2v3v4)

Resources

  • Adapted basic HUD for Clear Sky (@St4lker0k765)
  • Adapted inventory system for Clear Sky (@St4lker0k765)
  • Added cell_item_custom_mark custom static in Clear Sky (@Hrusteckiy)
  • Added cell_item_custom_text custom static in Clear Sky (@Hrusteckiy)
  • Added fire_queue_section section in Clear Sky (@Drombeys)
  • Added game_loaded event in Clear Sky (@Drombeys)
  • Added hud_message custom static in Clear Sky (@Hrusteckiy)
  • Added pda_spot xml files to Clear Sky (@St4lker0k765)
  • Added static_no_trade support in Clear Sky (@Hrusteckiy)
  • Added TrashSlot in Clear Sky (@Hrusteckiy)
  • Added ui_actor_sleep_screen xml to Clear Sky (@St4lker0k765)
  • Added ui_console textures in gamedata_cs folder (@Drombeys)
  • Added ui_ixray_spawn_icon registration in Clear Sky (@St4lker0k765)
  • Added unit_str support for armor characteristics (@Shtrecker)
  • Added 2 unused phrases for Saharov in Clear Sky (@K0cTep)
  • Added cached condlist (@Drombeys)
  • Added dialog menu selection by number (@Drombeys)
  • Added English locale to Clear Sky (@St4lker0k765)
  • Added fight ignoring for quest bandits in Clear Sky (@K0cTep)
  • Added meet and bye phrases for stalker leader in Clear Sky (@K0cTep)
  • Added missing locale to Clear Sky (@St4lker0k765)
  • Added missing multiplayer files to Clear Sky (@St4lker0k765)
  • Added new fonts, shaders and textures in Clear Sky (@Drombeys)
  • Added progress bars for items in Clear Sky (@Hrusteckiy)
  • Added resources for X-Ray 1.5.10 (@Drombeys)
  • Added satiety effect on health (@Drombeys)
  • Added satiety indicator (@OSWALD)
  • Added satiety indicator displaying (@Drombeys)
  • Added screenshot format to options menu (@St4lker0k765)
  • Added smooth HUD progress bars in Clear Sky (@St4lker0k765)
  • Added treasure dialog for esc_military_secret_trader (@K0cTep)
  • Applied virtual_cells for slots in Clear Sky (@Hrusteckiy)
  • Applied changes to game resources in Clear Sky (without UI) (@Drombeys)
  • Backported level_weather script to Clear Sky (@Drombeys)
  • Backported pda and bind_stalker scripts to Clear Sky (@St4lker0k765)
  • Backported ph_door script to Clear Sky (@Drombeys)
  • Backported sr_no_weapon script to Clear Sky (@Drombeys)
  • Backported ui_detector_artefact xml to Clear Sky (@St4lker0k765)
  • Backported xr_sound script to Clear Sky (@Drombeys)
  • Backported and applied new options in Clear Sky (@St4lker0k765)
  • Backported discounts feature for trade in Clear Sky (@Hrusteckiy)
  • Backported knife in Clear Sky (@Shtrecker)
  • Backported load and save dialog to Clear Sky (@St4lker0k765)
  • Backported load dialog in Clear Sky (@St4lker0k765)
  • Backported postprocess system in Clear Sky (@Drombeys)
  • Backported scope configs in Clear Sky (@Shtrecker)
  • Bypassed crash on invalid AI map at kamp point in Clear Sky (@Drombeys)
  • Deleted legacy shaders in Clear Sky (@Drombeys)
  • Enabled weapon inertia by default (@Drombeys)
  • Fixed add_exclusive_job function in Clear Sky (@Drombeys)
  • Fixed agr_base_leader_sergant playing sound in Clear Sky (@K0cTep)
  • Fixed car_panel xml in Clear Sky (@St4lker0k765)
  • Fixed CUIOptionsItem class for multiplayer (@St4lker0k765)
  • Fixed eat_portions_num field in Clear Sky (@St4lker0k765)
  • Fixed encyclopedia closing tag in Clear Sky (@Drombeys)
  • Fixed inventory_new xml files (@St4lker0k765)
  • Fixed sr_sound script for Clear Sky (@Shtrecker)
  • Fixed state_mgr_direction script in Clear Sky (@Drombeys)
  • Fixed 6 Yantar treasures from 5 stalkers from Agroprom in Clear Sky (@K0cTep)
  • Fixed additional tasks for Garbage leaders in Clear Sky (@K0cTep)
  • Fixed anomaly detection in Clear Sky (@St4lker0k765)
  • Fixed answer number offset in Clear Sky (@Hrusteckiy)
  • Fixed artifact slot value position in Clear Sky (@St4lker0k765)
  • Fixed bleeding icon on widescreen resolutions in Clear Sky (@Hrusteckiy)
  • Fixed bloodsucker jump collision in Clear Sky (@wh1t3lord)
  • Fixed Clear Sky crash issues (@St4lker0k765)
  • Fixed combobox arrow size on widescreen (@St4lker0k765, @Viнt@rь)
  • Fixed community name in talk window in Clear Sky (@Hrusteckiy)
  • Fixed controller icons in Clear Sky (@St4lker0k765)
  • Fixed custom statics in Clear Sky (@St4lker0k765)
  • Fixed default artifact belt movement in Clear Sky (@St4lker0k765)
  • Fixed dialog checks for weapons (@Hozar2002, @Drombeys)
  • Fixed dialog phrase for freedom fixer (@K0cTep)
  • Fixed dosimeter showing (@Drombeys, @ForserX)
  • Fixed enemy dialogue in Clear Sky (@St4lker0k765)
  • Fixed escape treasure issuing from quest NPC (@K0cTep)
  • Fixed exit button in Clear Sky talk dialog (@St4lker0k765)
  • Fixed faction relationship progress bars (@St4lker0k765)
  • Fixed fifth phrase duty commander in racya_dialog in Clear Sky (@K0cTep)
  • Fixed freedom exo outfit upgrade (@K0cTep)
  • Fixed grenade stacking in inventory to Clear Sky (@St4lker0k765)
  • Fixed guide and bind_signal_light checks in Clear Sky (@Viнt@rь)
  • Fixed HUD progress bar display (@St4lker0k765)
  • Fixed infinite antirad in Clear Sky (@St4lker0k765)
  • Fixed intro cutoff in Clear Sky (@St4lker0k765)
  • Fixed inventory opening during NPC corpse drag in Clear Sky (@St4lker0k765)
  • Fixed inventory upgrade view in Clear Sky (@Hrusteckiy)
  • Fixed large artifact icons on belt in Clear Sky (@Hrusteckiy)
  • Fixed legacy AI implementation (@ForserX)
  • Fixed Leshiy phrase about first death killer in Clear Sky (@K0cTep)
  • Fixed looped Vintorez and artifact awards in Clear Sky (@K0cTep)
  • Fixed map spot sizes in Clear Sky (@St4lker0k765)
  • Fixed minigame shooting timer in Clear Sky (@St4lker0k765)
  • Fixed minimap display on 16:9 aspect ratio (@St4lker0k765)
  • Fixed missing active quest if player left dialogue with scientist in Clear Sky (@K0cTep)
  • Fixed multiplayer scripts in Clear Sky (@St4lker0k765)
  • Fixed multiplayer UI in Clear Sky (@St4lker0k765)
  • Fixed mutant corpse removal timing (@Drombeys, @OldSerpskiStalker)
  • Fixed night vision postprocess in Clear Sky (@St4lker0k765)
  • Fixed non-tradable items in Clear Sky (@Hrusteckiy)
  • Fixed PDA UI in Clear Sky (@St4lker0k765)
  • Fixed radiation progress shape in Clear Sky (@St4lker0k765)
  • Fixed Sakharov money implementation in Clear Sky (@K0cTep)
  • Fixed save game time synchronization in Clear Sky (@wh1t3lord)
  • Fixed some treasures on escape level (@K0cTep)
  • Fixed sound config for all killers in Clear Sky (@K0cTep)
  • Fixed sound config of Wolf in Clear Sky (@K0cTep)
  • Fixed sound editor directory handling (@ForserX)
  • Fixed sound reload of weapon in Clear Sky (@K0cTep)
  • Fixed sound reload of wpn_svd, wpn_pkm, wpn_spas12 and wpn_wincheaster1300 weapons in Clear Sky (@Drombeys)
  • Fixed Strelok health static for Clear Sky (@Shtrecker)
  • Fixed stretched rank icon in character profile (@St4lker0k765)
  • Fixed sudden death of quest NPC on escape level (@K0cTep)
  • Fixed talk window on all resolutions in Clear Sky (@Hrusteckiy)
  • Fixed task issuing on early anomaly entry in Clear Sky (@K0cTep)
  • Fixed text line alignment in Clear Sky (@Hrusteckiy)
  • Fixed texture offset in dialog window in Clear Sky (@Hozar2002)
  • Fixed trader money availability in Clear Sky (@K0cTep)
  • Fixed treasure for Duty leader in Clear Sky (@K0cTep)
  • Fixed UI elements in Clear Sky (@St4lker0k765)
  • Fixed upgrade icons on widescreen in Clear Sky (@Hrusteckiy)
  • Fixed various UI issues (@St4lker0k765)
  • Fixed Vasyan icon in corpse search message in Clear Sky (@K0cTep)
  • Fixed warnings on infoportions registration in Clear Sky (@Drombeys)
  • Implemented set_game_time function in Clear Sky (@Drombeys)
  • Implemented custom menu flags for each game (@St4lker0k765)
  • Implemented partially sorted dialogue list due (@wh1t3lord)
  • Implemented satiety indicator in Clear Sky (@St4lker0k765)
  • Implemented security checks for Clear Sky (@Drombeys)
  • Implemented shniaga speed customization (@St4lker0k765)
  • Implemented single color button workaround (@St4lker0k765)
  • Implemented snd_bore parameter for weapons in Clear Sky (@Drombeys)
  • Implemented upgrade support for Clear Sky (@St4lker0k765)
  • Implemented working deathmatch in Clear Sky (@St4lker0k765)
  • Improved flashlight behavior in combat (@Drombeys)
  • Improved localization switch button visual appearance (@VOIN101, @St4lker0k765)
  • Improved logging in xr_death script for Clear Sky (@Drombeys)
  • Integrated menu fixes from unofficial patch (@Drombeys)
  • Made ambush bandits invulnerable in Clear Sky (@K0cTep)
  • Moved backend UI configs into own folder (@Drombeys)
  • Moved continue game button position (@Drombeys)
  • Partial backported UIBoosterInfo in Clear Sky (@Hrusteckiy)
  • Removed kb_crouch_toggle command (@St4lker0k765)
  • Removed trade_caption from actor menu in Call of Pripyat (@St4lker0k765)
  • Removed xrRender_DS0 from renderer list (@St4lker0k765)
  • Removed ability to enter dark valley before completing story missions in Clear Sky (@K0cTep)
  • Removed dead code from scripts (@Drombeys)
  • Removed temporary quest icons in Clear Sky (@Drombeys)
  • Replaced sdk_font_statistic font in editors (@St4lker0k765)
  • Restored xr_camp script from X-Ray 1.5.10 (@isoboleskiy, @Drombeys, @wh1t3lord)
  • Restored sound environment presets for Shader Editor (@ForserX)
  • Used precache_frame for cutscenes in Clear Sky (@Drombeys)

Toolchain (in-game tools, editors, utilities)

  • Added Clear button to Recent List (@ForserX)
  • Added Showed crosshair checkbox to HUD adjust (@St4lker0k765)
  • Added user.ltx support to Level Editor (@St4lker0k765)
  • Added anomalies tab to Spawn Manager (@Drombeys)
  • Added device tab for Spawn Manager (@Drombeys)
  • Added dynamic objects tab to Spawn Manager (@Drombeys)
  • Added dynamic particles render in Level Editor with Edit Mode (@ForserX)
  • Added Embree information (@DimaKuzmin)
  • Added explosives tab to Spawn Manager (@Drombeys)
  • Added FontAwesome and eye icons to Edit Mode (@GladiatorVS)
  • Added hint display for HUD adjust (@St4lker0k765)
  • Added Level Editor custom user-config (@ForserX)
  • Added missing items classes to Spawn Manager (@Drombeys)
  • Added monsters tab to Spawn Manager (@Drombeys)
  • Added multiple saved sections for HUD adjust (@St4lker0k765)
  • Added new parameters for xrAI and xrDO (@DimaKuzmin)
  • Added NPC tab to Spawn Manager (@Drombeys)
  • Added particles to content browser (@ForserX)
  • Added safety checks to editors (@ForserX)
  • Added search icon functionality (@ForserX)
  • Added sorting of items by weapon add-ons (@Drombeys)
  • Added squads tab to Spawn Manager (@Drombeys)
  • Added support Snap List for CTerrain (@ForserX)
  • Added translated name search to Spawn Manager (@Drombeys)
  • Added weapon aim toggle in HUD adjust (@St4lker0k765)
  • Adjusted RadiusRender parameter implementation (@xr-Renn)
  • Adjusted splash screen proportions (@GladiatorVS)
  • Adjusted Tnear distance and refactor related code (@DimaKuzmin)
  • Applied automatic column width detection in properties form (@Drombeys)
  • Attempted to fix detail rendering in Level Editor (@ForserX)
  • Changed ResolveMaterials to multithreading (@DimaKuzmin)
  • Changed eye icon color and visual states (@GladiatorVS)
  • Cleaned up filter implementation (@DimaKuzmin)
  • Cleaned up TBB MergeGeom code (@DimaKuzmin)
  • Cleaned up xrLevelBuilder code (@DimaKuzmin)
  • Completely reworked compiler system (@DimaKuzmin)
  • Disabled entity verification for Debug builds (@ForserX)
  • Disabled level changer in Play in Editor (@ForserX)
  • Disabled lighting for testing purposes (@DimaKuzmin)
  • Disabled search line in Edit group item and Library Editor (@ForserX)
  • Enabled Build.cform functionality (@DimaKuzmin)
  • Extended item tooltip functionality (@FFx0001)
  • Extended stage information display (@DimaKuzmin)
  • Fixed -noice flag implementation (@DimaKuzmin)
  • Fixed AI Builder functionality (@ForserX)
  • Fixed CalculateSphere implementation in xrLC (@ForserX)
  • Fixed Clear call in Play in Editor (@ForserX)
  • Fixed delete action in Content Browser (@ForserX)
  • Fixed m_MoveSnap values in editor (@xr-Renn)
  • Fixed Made Heightmap function call (@ForserX)
  • Fixed MakeProgressive for multithreading in xrLC (@DimaKuzmin)
  • Fixed NvTriStrip multithreading usage (@DimaKuzmin)
  • Fixed ResolveMaterials multithreading in xrLC (@DimaKuzmin)
  • Fixed Select button size (@ForserX)
  • Fixed SoundEnv loading in Level Editor (@ForserX)
  • Fixed UILPropertiesForm naming (@St4lker0k765)
  • Fixed animation stability in AE (@ForserX)
  • Fixed arm reset buttons in HUD adjust (@St4lker0k765)
  • Fixed Axis and Old Camera Buttons parameter handling (@xr-Renn)
  • Fixed Batch Convert with new files (@ForserX)
  • Fixed border window in editors (@ForserX)
  • Fixed bounding box calculation without CSceneObject (@ForserX)
  • Fixed clipper implementation in Log Window (@ForserX)
  • Fixed CompilerUI memory usage with 2-second updates (@DimaKuzmin)
  • Fixed Content Browser functionality (@GladiatorVS)
  • Fixed descriptions in Content Browser list mode (@ForserX)
  • Fixed detail object list rendering (@ForserX)
  • Fixed details loading (@ForserX)
  • Fixed drag and drop events in UI (@ForserX)
  • Fixed drag and drop in Content Browser (@ForserX)
  • Fixed Embree bug with long compilation without textures (@DimaKuzmin)
  • Fixed HUD adjustment mode controls (@Shtrecker)
  • Fixed ImGui errors in Log window (@ForserX)
  • Fixed implicit shadow map saving (@DimaKuzmin)
  • Fixed incorrect weapon names in HUD adjust mode (@St4lker0k765)
  • Fixed invalid start directory exception in Content Browser (@ForserX)
  • Fixed Level Editor crash in sectors with Reload Object (@ForserX)
  • Fixed linker warnings in Particles Editor (@ForserX)
  • Fixed LOD generation implementation (@ForserX)
  • Fixed memory corruption issues in compiler (@ForserX)
  • Fixed missing texture warning color (@St4lker0k765)
  • Fixed missing texture warnings (@St4lker0k765)
  • Fixed multiple LC compiler issues (@ForserX)
  • Fixed object reloading functionality (@ForserX)
  • Fixed object rotation in Level Editor (@ForserX)
  • Fixed overtime lighting for MU-models (@ForserX)
  • Fixed Play in Editor functionality (@ForserX)
  • Fixed position and rotation reset lines (@St4lker0k765)
  • Fixed Quit functionality in Actor Editor (@ForserX)
  • Fixed rain sound in Play in Editor (@ForserX)
  • Fixed rendering object without level (@ForserX)
  • Fixed scaling with rotation in Level Editor (@ForserX)
  • Fixed sector and geometry building in xrLevelBuilder (@DimaKuzmin)
  • Fixed sector implementation and removed unnecessary multithreading (@DimaKuzmin)
  • Fixed selection in other viewports (@ForserX)
  • Fixed sound environment rendering in Shader Editor (@ForserX)
  • Fixed stack overflow issues in utils (@ForserX)
  • Fixed strange MakeProgressive crash (@DimaKuzmin)
  • Fixed theme file extension handling (@xr-Renn)
  • Fixed thread lock when deleting group objects (@ForserX)
  • Fixed top bar icons and Content Browser buttons (@GladiatorVS)
  • Fixed types and functions in xrLevelBuilder (@ForserX)
  • Fixed UI icon picker implementation (@GladiatorVS)
  • Fixed Undo and Redo button functionality (@ForserX)
  • Fixed Undo and Redo buttons (@xr-Renn)
  • Fixed UTF-8 handling in xrLevelBuilder (@ForserX)
  • Fixed utility implementation issues (@ForserX)
  • Fixed UV map generation for heightmaps (@ForserX)
  • Fixed viewport functionality in other editors (@ForserX)
  • Fixed wallmark rendering in Level Editor (@ForserX)
  • Fixed Wave button IDs in Shader Editor (@mnelenpridumivat)
  • Fixed window bar in editors (@ForserX)
  • Fixed window transparency parameter names in theme editor (@xr-Renn)
  • Fixed xrDO implementation (@DimaKuzmin)
  • Fixed xrLevelBuilder functionality (@ForserX)
  • Fixed xrMergeGeom implementation issues (@DimaKuzmin)
  • Fixed xrPhase_MergeLM large sample handling (@DimaKuzmin)
  • Implemented Base Texture selector in Object Tools (@ForserX)
  • Implemented CTerrain object build for CForm (@ForserX)
  • Implemented MultiChooseValue for texture properties (@ForserX)
  • Implemented RayPick for heightmaps (@ForserX)
  • Implemented 25-bit AI-Map support (@ForserX, @abramcumner)
  • Implemented 26-bit AI-Map support (@SkyLoaderr)
  • Implemented additional terrain object functions (@ForserX)
  • Implemented AIMap and Details save/load in LevelEditor (@rederr404)
  • Implemented anchor settings navigation in xrForms (@GladiatorVS)
  • Implemented Anim Notify system (@mnelenpridumivat)
  • Implemented animation support for Preview Object (@ForserX)
  • Implemented base AnimNotify functionality (@ForserX)
  • Implemented base code for OMF Editor (@wh1t3lord)
  • Implemented base Dialog Editor functionality (@ForserX)
  • Implemented base plugin support for Lua and Python (@ForserX)
  • Implemented building terrain support (@ForserX)
  • Implemented clipper for Editor Log (@GladiatorVS)
  • Implemented close button in Image Editor (@ForserX)
  • Implemented colored logging for CompilersUI (@GladiatorVS)
  • Implemented conditional Settings override (@DimaKuzmin)
  • Implemented custom icon atlas system (@Drombeys, @St4lker0k765)
  • Implemented dialog creation for Dialog Editor (@ForserX)
  • Implemented directory support for Python plugins (@ForserX)
  • Implemented drag and drop highlighting (@ForserX)
  • Implemented editor camera direction in Play in Editor (@ForserX)
  • Implemented experimental BC7 format support for editors (@ForserX)
  • Implemented fast FindDuplicateName check (@ForserX)
  • Implemented fire and shell point customization (@St4lker0k765)
  • Implemented Fit mode for properties (@ForserX)
  • Implemented fixed cell padding size in Level Editor top bar (@ForserX)
  • Implemented HUD adjustment saving (@St4lker0k765)
  • Implemented icons for CompilerUI (@GladiatorVS)
  • Implemented ImGui integration for xrAI (@DimaKuzmin)
  • Implemented ImGuizmo ViewManipulate functionality (@ForserX)
  • Implemented Import Effect button in Particle Editor (@ForserX)
  • Implemented initial heightmap support (@ForserX)
  • Implemented inline assertion macros similar (@mnelenpridumivat)
  • Implemented input argument support for Python plugins (@ForserX)
  • Implemented IntelEmbree backend for xrLC (@DimaKuzmin)
  • Implemented IX-Ray Types Definition for editors and utilities (@ForserX)
  • Implemented jitter samples for MU-models (@DimaKuzmin)
  • Implemented legacy AI-Map export for Level Editor (@ForserX)
  • Implemented level closing in xrLC after write completion (@DimaKuzmin)
  • Implemented Lmaps support from 1k to 8k resolution (@DimaKuzmin)
  • Implemented mathematical operators for vectors (@mnelenpridumivat)
  • Implemented matrix mode for Level Editor manipulator (@ForserX)
  • Implemented mesh viewport (@ForserX)
  • Implemented movable terrain (@ForserX)
  • Implemented multi-select icons in Content Browser (@GladiatorVS)
  • Implemented multi-select support for Image Editor (@ForserX)
  • Implemented multi-threaded sector processing (@DimaKuzmin)
  • Implemented multi-window support for editors (@ForserX)
  • Implemented natural sorting in object list for proper element display (@Drombeys)
  • Implemented new HUD adjustment initialization (@wh1t3lord)
  • Implemented new xrPhaseMergeLM code (@DimaKuzmin)
  • Implemented optional property window for Library Editor (@ForserX)
  • Implemented partial Dialog Editor functionality (@ForserX)
  • Implemented particles viewport (@ForserX)
  • Implemented proper pointer nullification (@ForserX)
  • Implemented quick file opening through Content Browser (@ForserX)
  • Implemented rain collision disable option in Level Editor (@Romann)
  • Implemented Rcast model exports for Intel Embree (@DimaKuzmin)
  • Implemented red color for unsaved level names (@ForserX)
  • Implemented reset button for Weather Editor (@GladiatorVS)
  • Implemented scene tool for heightmaps (@ForserX)
  • Implemented search for UIPropertiesForm (@ForserX)
  • Implemented search for Library Editor (@ForserX)
  • Implemented search in Spawn Manager (@Drombeys)
  • Implemented separate weather settings window in Level Editor (@Romann)
  • Implemented separation between game and compiled AI-Map (@ForserX)
  • Implemented sequence support for choice window (@ForserX)
  • Implemented serialization for xrLevelBuilder (@ForserX)
  • Implemented subtasks for CompilerUI (@GladiatorVS)
  • Implemented surface view in Library Editor (@ForserX)
  • Implemented TBB combinable (@DimaKuzmin)
  • Implemented temporary cform optimization code (@ForserX)
  • Implemented temporary compilers for UI (@ForserX)
  • Implemented temporary workaround for xrAI (@ForserX)
  • Implemented texture channels viewer (@ForserX)
  • Implemented texture presence check before splash destruction (@GladiatorVS)
  • Implemented theme editor padding configuration (@Graff46)
  • Implemented thread configuration and fixed Embree vertex issues (@DimaKuzmin)
  • Implemented universal VERIFY and R_ASSERT macros (@mnelenpridumivat)
  • Implemented vanilla AI format building support (@ForserX)
  • Implemented vanilla DDS placement with multithreading support (@DimaKuzmin)
  • Implemented weather-based lighting in Level Editor (@ForserX)
  • Implemented workaround for Play in Editor (@ForserX)
  • Implemented workaround for SE crash in FillProp (@ForserX)
  • Implemented xrCompress UI (@GladiatorVS)
  • Improved Texture Viewer functionality (@ForserX)
  • Improved UIEditLibrary functionality (@ForserX)
  • Improved and optimized scene validation (@ForserX)
  • Improved compiler implementation (@DimaKuzmin)
  • Improved compiler UI (@GladiatorVS)
  • Improved geometry merging (@DimaKuzmin)
  • Improved level compilers (@ForserX)
  • Improved level connection system between LE and xrAI (@ForserX)
  • Improved Level Editor project filtering (@ForserX)
  • Improved Level Editor user interface (@ForserX)
  • Improved Lua plugin subsystem (@ForserX)
  • Improved OMF Editor (@wh1t3lord)
  • Improved plugin system implementation (@ForserX)
  • Improved Random Append UI/UX (@ForserX)
  • Improved SDK plugin system (@ForserX)
  • Improved sound volume parameter handling in editor (@xr-Renn)
  • Improved Spawn Manager compatibility with Shadow of Chernobyl (@St4lker0k765)
  • Improved theme editor window (@xr-Renn)
  • Improved thread switcher in builder (@ForserX)
  • Improved weather editor (@GladiatorVS)
  • Improved xrLevelBuilder implementation (@ForserX)
  • Increased level submap capacity (@Romann)
  • Made AI-Map tools more compact (@St4lker0k765)
  • Made sector tools more compact (@St4lker0k765)
  • Merged editor file implementations (@ForserX)
  • Minimally reworked Editor Log window (@ForserX)
  • Optimized BC7 loader for editors (@ForserX)
  • Optimized geometry merging in xrLC (@DimaKuzmin)
  • Optimized heightmap features and fixed bugs (@ForserX)
  • Optimized Level Editor for large maps (@ForserX)
  • Optimized xrLC UI memory usage (@DimaKuzmin)
  • Partially ported xrSound to Linux (@ForserX)
  • Ported tools to new ImGui version (@ForserX)
  • Prevented Play in Editor crash without shapes (@ForserX)
  • Redesigned content browser logic (@GladiatorVS)
  • Refactored CRender::ScreenshotImpl method (@Drombeys)
  • Refactored UIPropertiesItem::DrawProp() method (@ForserX)
  • Refactored Embree implementation (@DimaKuzmin)
  • Refactored ingame utilities (@Drombeys)
  • Refactored threading template implementation (@ForserX)
  • Removed DumpFlags from device class (@ForserX)
  • Removed duplicate ImGui API in editors (@ForserX)
  • Removed duplicate theme code (@ForserX)
  • Removed duplicated code in xrLevelBuilder (@ForserX)
  • Removed legacy toolbar from Actor Editor (@St4lker0k765)
  • Removed obsolete buttons in Actor Editor (@ForserX)
  • Removed obsolete ifdef checks (@ForserX)
  • Removed old Borland events (@ForserX)
  • Replaced CDB::MODEL global with unique pointer in xrAI (@ForserX)
  • Replaced d3dx9 mesh code with DirectXMesh (@ForserX)
  • Replaced Embree blob with NuGet package (@ForserX)
  • Replaced ImGui table flags in editors (@Romann)
  • Replaced QSlim with custom MxQuadric implementation (@ForserX)
  • Replaced viewport icons with FontAwesome (@GladiatorVS)
  • Restored ClipMaker functionality (@ForserX)
  • Restored PROP_TIME and Simulate for sound sources (@ForserX)
  • Restored Wave property mode (@ForserX)
  • Restored level name display in top bar (@ForserX)
  • Restored LM placement method in DDS files (@DimaKuzmin)
  • Restored mouse hint drawing in Level Editor (@ForserX)
  • Restored physics simulation in Level Editor (@Romann)
  • Restored rain effects in Level Editor (@Romann)
  • Reworked CEditableMesh::FillRenderBuffer method (@ForserX)
  • Reworked editor preferences (@xr-Renn)
  • Reworked Level Editor toolbar (@ForserX)
  • Reworked sector building in xrLC (@DimaKuzmin)
  • Reworked toolbar implementation (@Drombeys)
  • Rewritten texture picker in Weather Editor (@GladiatorVS)
  • Simplified LightPoint function implementation (@ForserX)
  • Splitted inventory items into used and unused in Spawn Manager (@Drombeys)
  • Stabilized animation system (@ForserX)
  • Temporarily implemented LMAP with TBB (@DimaKuzmin)
  • Updated Speedup compilation details (@DimaKuzmin)
  • Updated top bar implementation (@ForserX)
  • Updated UI in xrLevelBuilder (@ForserX)
  • Updated UV and geometry merging implementation (@DimaKuzmin)
  • Updated xrForms UI implementation (@GladiatorVS)
  • Used project-specific functions in ingame utilities (@Drombeys)

Release 1.2.3 (September 2025)

Common

  • Fixed build with updated Visual Studio compiler (@ForserX)
  • Fixed startup on Linux (@wasertech)
  • Updated compiler standard to latest (@ForserX)
  • Updated NVIDIA DLSS to 310.4 version (@ForserX)
  • Updated pipelines (@Drombeys, @dependabot[bot])
  • Updated root documents (@Drombeys)

Engine

  • Added new standard container aliases (@Drombeys)
  • Added support intro locations from SoC/CS (@Drombeys)
  • Disabled redundant verifies for restrictors (@Drombeys)
  • Expand error logging in Lua (@Drombeys)
  • Extended logging in build_level_path method (@Drombeys)
  • Extended stacktrace support for luabind (@ForserX)
  • Fixed crash for units in invalid positions outside AI-Map (@ForserX)
  • Implemented exception-free fast_dynamic_cast for release builds (@v2v3v4)
  • Implemented non-fatal XML initialization (@St4lker0k765)
  • Implemented Wine and Proton detection (@ForserX)
  • Improved font missing error reporting (@St4lker0k765)
  • Optimized ILevelGraph search algorithm (@ForserX)
  • Optimized restriction parsing implementation (@Drombeys)
  • Removed dead code (@ForserX)
  • Removed unnecessary console messages and refactor code (@v2v3v4)

Gameplay

  • Added fuel saving and loading (@ForserX)
  • Added security check for CUIGameCustom::Render() method (@Drombeys)
  • Applied use_condition for knife and binoculars (@Drombeys)
  • Fixed osoznanie mode implementation (@St4lker0k765)
  • Fixed A-Life stability issues (@St4lker0k765)
  • Fixed broken music loop in main menu (@St4lker0k765)
  • Fixed double compression bug for item icons in vertical slots (@SergeiTeplov)
  • Fixed item stacking implementation (@Shtrecker)
  • Fixed nullptr crash in ALife object and inventory drop operations (@hkuprin)
  • Fixed PDA statistics color values (@St4lker0k765)
  • Fixed sound volume propagation from source to player (@Peter, @v2v3v4)
  • Fixed UI locking mechanism (@FFx0001)
  • Implemented inventory and PDA status saving (@St4lker0k765)
  • Implemented spot/mark creation without description (@Graff46)
  • Removed weapon packet system (@Shtrecker)

Graphics (renders, shaders)

  • Fixed DXVK compatibility with D3D11 (@ForserX)
  • Fixed fast shadow geometry loading (@SkyLoaderr)
  • Fixed particle rendering on R4 (@Hozar2002)
  • Implemented map HUD distortion effect (@Drombeys)
  • Implemented THM validation (@ForserX, @Drombeys)
  • Implemented thread-safe bone calculation (@v2v3v4)
  • Optimized particle loading with memory reservation (@v2v3v4)

Toolchain (in-game tools, editors)

  • Fixed add_mp_stuff method implementation (@Drombeys)
  • Fixed BC7 texture skipping in Editors (@ForserX)
  • Fixed loading details in Editors (@ForserX)
  • Fixed missing THM name output in spawn compilation (@mnelenpridumivat)
  • Fixed remove actions in Particle Editor (@ForserX)
  • Implemented icon existence check in Spawn Manager (@Drombeys)

Release 1.2.2 (August 2025)

Common

  • Updated root documents (@Drombeys)
  • Updated DLSS to version 310.2.1.0 (@ForserX)

Engine

  • Added parameter to hide debug panel (@St4lker0k765, @Drombeys)
  • Added security checks for voice chat (@St4lker0k765)
  • Adjusted ImGui font scaling for high-DPI displays (@ViHtarb)
  • Fixed console input reset behavior during script execution (@ForserX)
  • Fixed messages duplication in MSVC Debugger (@St4lker0k765)
  • Fixed saving files to addons (@Drombeys)
  • Implemented invalid symlink recovery (@ForserX)
  • Improved logging of script errors (@Drombeys)
  • Removed verification in physics and CDB (@Drombeys)
  • Used lowercase letters to include paths in configs (@Drombeys)

Gameplay

  • Fixed crash if hud_step_sound_vol_k is absent (@St4lker0k765)
  • Fixed crash if trade item section doesn't exist (@St4lker0k765)
  • Fixed exception with delete map spot (@ForserX)
  • Fixed for incorrect UI behavior when hiding (@Shtrecker)
  • Fixed in-game hints rendering issues (@mnelenpridumivat, @Drombeys)
  • Fixed letter spacing for colored text (@ForserX)
  • Fixed restriction type ignoring (@ForserX)
  • Fixed vertical text positioning in UI elements (@ViHtarb)
  • Improved console output formatting (@ViHtarb)
  • Improved logging in Artefact module (@Drombeys)
  • Improved logging in Weapon module (@Drombeys)
  • Improved logging of missing bones at light sources (@Drombeys)
  • Restored original detector behavior (@Shtrecker)

Graphics (renders, shaders)

  • Added hack for specular brightness on r2 (@Drombeys)
  • Added logging of missing bumps and detail textures in .thm file (@Drombeys)
  • Added more info to AGS error (@ForserX)
  • Added shading error logging (@Drombeys, @Hozar2002)
  • Applied reflections for puddles (@Hozar2002)
  • Fixed flickering geometry in lightplane shader (@ForserX, @Hozar2002)
  • Fixed incorret shading with broken thm (@Drombeys, @Hozar2002)
  • Fixed loading of non-existent bumps (@Drombeys)
  • Fixed missing characters after font rendering (@ForserX)
  • Fixed texture preview not updating on subsequent game saves (@Drombeys, @Hozar2002)
  • Improved logging of loaded textures (@Drombeys)
  • Returned smooth loadscreen progressbar from original (@St4lker0k765)

Toolchain (in-game tools, editors)

  • Added text corrections in editors (@St4lker0k765)
  • Adjusted UITopBarForm scaling for high-DPI displays (@ViHtarb)
  • Fixed rendering of last row in spawner table (@Drombeys)
  • Reworked distribution of items from multiplayer to spawner (@Drombeys)

Release 1.2.1 (June 2025)

Common

  • Updated publish on pipelines (@Drombeys, @ForserX)
  • Updated root documents (@Drombeys, @ggGhosTt, @GladiatorVS)

Engine

  • Added hint for the debug panel (@Drombeys)
  • Added letter spacing support in fonts (@Drombeys, @ForserX)
  • Added SSE support to CRC32 (@v2v3v4)
  • Deleted memory statistics in logs (@Drombeys, @St4lker0k765)
  • Fixed double update of particles (@ForserX)
  • Fixed get size of pixels from string for Chinese locale (@ForserX)
  • Fixed puddles generation (@ForserX)
  • Made ParticleGroup thread-safe (@Drombeys, @v2v3v4)
  • Made glyph conversion CP1251-aware but Unicode-friendly (@Drombeys)
  • Made UI show thread-safe (@Drombeys, @v2v3v4)
  • Updated manifests (@Drombeys)

Gameplay

  • Added ability to apply global scale for XML textures (@St4lker0k765)
  • Added additional dialog box keys support (@ForserX)
  • Added check for existence of shell_bone bone (@Drombeys)
  • Added security check for Manager::upgrade_install method (@Drombeys)
  • Applied lowercase to paths in spawner (@ForserX)
  • Fixed CharacterCommunity method work for mutants (@Drombeys)
  • Fixed crash after intensive fight (@St4lker0k765)
  • Fixed crosshair appearing if loadscreen is active (@St4lker0k765)
  • Fixed default values for character needs (@Drombeys)
  • Fixed dialogue exit after pause (@Drombeys)
  • Fixed HQ icons size in spawn manager (@St4lker0k765)
  • Fixed magazine reload scheme for CWeaponRG6 class (@Shtrecker)
  • Fixed scroll focus (@Drombeys, @Hozar2002)
  • Fixed text offset (@Drombeys)
  • Fixed weapon ammo icon if HQ icons are enabled (@St4lker0k765)
  • Fixed window failing to minimize due to SpawnManager state (@wh1t3lord)
  • Improved logging of errors that break NPC torso animations (@Drombeys)
  • Locked ai_aim_* console commands (@Drombeys)

Resources

  • Fixed minimap position on widescreen (@OldSerpskiStalker)
  • Replaced default font with Roboto Condensed (@hkuprin)
  • Updated game splash (@GladiatorVS)

Release 1.2 (April 2025)

Common

  • Added building workflows for editors and plugins (@acidicMercury8, @Drombeys)
  • Added code style for C++ (@acidicMercury8, @Drombeys, @ForserX, @ggGhosTt)
  • Added editor presets (@Drombeys, @acidicMercury8)
  • Added Optick NuGet package (@Drombeys)
  • Added Python script for include validation (@ForserX)
  • Added Python script for UTF-8 encoding (@ForserX)
  • Added xrGame depedency in xrServer (@ForserX)
  • Applied refactoring to existing pipelines (@acidicMercury8)
  • Converted source code to UTF-8 (@ForserX)
  • Disabled cximage project without IXRAY_MP flag (@Drombeys)
  • Enabled packing rawdata in build editors workflow (@acidicMercury8, @Drombeys)
  • Fixed build with updated Visual Studio compiler (@ForserX, @Drombeys, @St4lker0k765)
  • Fixed conditions for plugin presets (@acidicMercury8)
  • Fixed text encoding problems (@ForserX)
  • Fixed warnings (@Drombeys, @v2v3v4, @ForserX)
  • Implemented Optick profiling support (@ForserX)
  • Moved base widgets to xrUI library (@ForserX)
  • Moved other UI base widgets into xrUI (@ForserX)
  • Reconfigured CMake for MSVC (@Drombeys, @ForserX)
  • Reconfigured static library connection (@Drombeys)
  • Redone includes in Unix style (@ForserX)
  • Removed unused files (@ForserX)
  • Switched plugin pipelines to targets (@acidicMercury8)
  • Updated commit style docs (@ggGhosTt, @acidicMercury8)
  • Updated LuaJIT package (@Drombeys, @acidicMercury8)

Engine

  • Added bool readers for XML Parser (@ForserX)
  • Added pthread synchronization primitives for Linux (@ggGhosTt)
  • Added asynchronous access to ISpatial_DB (@v2v3v4)
  • Added custom font atlas size (@ForserX)
  • Added data caching for XMLOverride system (@ForserX)
  • Added default constructors to mathematical structures (@ForserX, @moscowlights)
  • Added masked includes support in XML files (@Drombeys)
  • Added new object planner (@isoboleskiy)
  • Added platform-specific module and user info retrieval (@ggGhosTt)
  • Added profiler markers (@ForserX, @v2v3v4)
  • Added support for masked *.omf loading (@Drombeys)
  • Disabled std::terminate in LuaBind (@v2v3v4)
  • Disabled mimalloc library (@ForserX)
  • Enabled always printing Lua error stack (@Drombeys)
  • Enhanced error logging (@Drombeys)
  • Fixed actor_menu_item.xml reinitialization (@Drombeys)
  • Fixed IReaderBase RTTI type checking (@ForserX)
  • Fixed adding child elements to XMLOverride system (@Drombeys)
  • Fixed corrupted saves (@ForserX)
  • Fixed dedicated server draw command (@ForserX)
  • Fixed incorrect upscale change (@Hozar2002)
  • Fixed scanning addons (@Drombeys)
  • Fixed UI update twice per frame (@v2v3v4)
  • Ignored reading Markdown files (@Drombeys)
  • Implemented xrSRWLock and xrSRWLockGuard locking (@v2v3v4)
  • Implemented XML root element editing (@Drombeys)
  • Improved and stabilized LuaBind and LuaJIT (@ForserX)
  • Improved loading of *.ltx files by mask (@Drombeys)
  • Improved XML Expression system (@Drombeys, @ForserX)
  • Made Continue default button in error dialog (@Drombeys)
  • Made bones calculation thread-safe (@v2v3v4)
  • Made thread-safe ISpatial component (@ForserX)
  • Optimized use of EngineExternal (@Drombeys)
  • Ported fatal error message to SDL (@St4lker0k765)
  • Refactored threading templates (@ForserX)
  • Reimplemented Agent Manager Planar without Goap (@isoboleskiy)
  • Reimplemented AStar algorithm (@isoboleskiy)
  • Removed non-singleton CStringTable object (@Drombeys)
  • Replaced in-game text dashes with infinity symbol (@St4lker0k765)
  • Returned initialisation of CALifeSimulatorBase constructor (@Drombeys)
  • Reworked multi-threading system and improve stability (@v2v3v4, @ForserX, @Drombeys)
  • Set default values for EngineExternal (@Drombeys)
  • Simplified game cursor customization (@Drombeys, @Hozar2002)

Graphics (renders, shaders)

  • Added level_changer drawing in debug mode (@Drombeys)
  • Added r__fast_details_update console command (@v2v3v4)
  • Added r2_lights_details console command (@v2v3v4)
  • Added extreme shadow optimizations (@ForserX, @Zagolski)
  • Added fog accounting for details on static lighting (@Drombeys)
  • Added force occq clean up (@v2v3v4)
  • Added last sector detection functional (@v2v3v4)
  • Added optional depth nearclip shader (@Hozar2002)
  • Added render targets creation flags (@Hozar2002)
  • Added subtle light dispersion effect for caustics in shaders (@LVutner)
  • Added texture validation on D3D11 (@ForserX)
  • Added XML blends compilers (@ForserX)
  • Corrected shadow map sampling (@Drombeys, @Hozar2002)
  • Decomposed PixEventWrapper (@Drombeys)
  • Deleted DX10.0 support (@Hozar2002)
  • Deleted software details render (@ForserX)
  • Enabled device shadow casting (@v2v3v4)
  • Enhanced dynamic lighting and resolve shadow issues in HUD mode (@v2v3v4)
  • Fixed _visimask_ex loading (@ForserX)
  • Fixed crash when anisotropic filtering does not work correctly (@Drombeys)
  • Fixed DoF shader on D3D11 (@Hozar2002)
  • Fixed fluid render (@ForserX)
  • Fixed incorrect MipBias working on D3D11 (@Hozar2002)
  • Fixed intersection of particle calculation stages (@v2v3v4)
  • Fixed light sources shadows at certain angle (@Drombeys, @v2v3v4)
  • Fixed rain color (@Drombeys, @Hozar2002)
  • Fixed sampler states in smaa shader (@LVutner)
  • Fixed shadowmap binding for volumetric lighting (@LVutner)
  • Fixed tesselated models jittering (@Hozar2002)
  • Implemented puddle support on D3D11 (@LVutner, @Hozar2002)
  • Improved in-game debug render (@Hozar2002)
  • Improved reflections on water (@Hozar2002)
  • Improved SSAO quality (@Hozar2002)
  • Optimized and improved dynamic lights (@v2v3v4)
  • Optimized motion vector calculation (@Hozar2002)
  • Optimized shaders on D3D11 (@Hozar2002)
  • Optimized xform computing for dynamic lights (@v2v3v4)
  • Restructured xrRender (@v2v3v4)
  • Reworked ambient occlusion (@Hozar2002)
  • Reworked multi-threading particles (@ForserX)

Gameplay

  • Added player_hud_default parameter to specify default hand hud (@Drombeys)
  • Added SetSelectedIndex method export to Lua (@ForserX)
  • Added ability to change profile params via Lua (@St4lker0k765, @Alundaio)
  • Added ability to delete custom marks in PDA (@ForserX)
  • Added ability to specify can_trade for items (@St4lker0k765)
  • Added animation existance check hack (@Drombeys)
  • Added custom key bindings (@St4lker0k765, @Alundaio)
  • Added export is_ladder method in Lua (@ForserX, @Drombeys)
  • Added export jump_to_level method in Lua (@St4lker0k765, @Alundaio)
  • Added export show_legs method in Lua (@ForserX)
  • Added feature for blocking to change actor skin (@ForserX)
  • Added hack for scripted dialogs (@Drombeys)
  • Added mouse exports to Lua (@St4lker0k765, @avoitishin)
  • Added new multiplayer features (@MiX225)
  • Added safety checks in game module (@ForserX, @Drombeys)
  • Added sound layers (@St4lker0k765, @Alundaio)
  • Added SSA factors customization in object section support (@v2v3v4)
  • Added UI and gameplay exports to Lua (@St4lker0k765, @Alundaio)
  • Adjusted server name and config path (@kola2451)
  • Allowed to set specific bones for particle attachment on artifacts (@v2v3v4)
  • Cleared old ancors for hands (@Mortan)
  • Deleted redundant sorting in gspawn (@v2v3v4)
  • Disable power update in car (@ForserX)
  • Disabled anm_bore for detectors (@Drombeys)
  • Enabled blocking of items usage if hud animator active (@Shtrecker)
  • Fixed CUIGameCustom script export (@Drombeys)
  • Fixed Invalid level vertex spam message (@Drombeys)
  • Fixed no motion alias defined message (@St4lker0k765)
  • Fixed T-Pos bug with actor die (@ForserX)
  • Fixed common Lua exports (@ForserX, @Drombeys)
  • Fixed conditions for eating with small portions count (@Shtrecker)
  • Fixed conditions for food portions (@ForserX)
  • Fixed controller switch attack state (@Drombeys, @ForserX)
  • Fixed crash on default server creation (@kola2451)
  • Fixed crash on PDA open in multiplayer (@kola2451)
  • Fixed crash with custom player hud model (@Hozar2002)
  • Fixed entering number 8 in save view (@Drombeys)
  • Fixed hud animator destroying in safe zones (@Shtrecker)
  • Fixed loading thirst and sleepiness state (@ForserX)
  • Fixed missing characters on different resolutions (@ForserX)
  • Fixed mutant relationship (@Drombeys, @VOIN101)
  • Fixed NPC talking distance (@Drombeys, @Hozar2002)
  • Fixed objects definition near actor (@ForserX, @Hozar2002)
  • Fixed playing scripted particles after reloading game (@mnelenpridumivat)
  • Fixed playing torch sound (@Shtrecker)
  • Fixed ray pick (@ForserX)
  • Fixed sprint stuttering after jump (@Drombeys, @ggGhosTt)
  • Fixed trader sound position during dialogs (@St4lker0k765)
  • Fixed transferring item to dead NPC inventory (@ForserX)
  • Implemented set_game_time console command (@Drombeys)
  • Implemented flashlight hiding if it is disabled in multiplayer (@kola2451)
  • Made putall_button optional (@Drombeys)
  • Removed unnecessary checks for animations (@Drombeys)
  • Restored CAmebaZone class (@Drombeys)
  • Restored usage of mounted weapon (@St4lker0k765, @Alundaio)
  • Set default value for attach_place_idx (@Drombeys)
  • Set default value for offset_right and offset_left (@Drombeys)

Resources

  • Added missing keep_saved_data_anyway method in Lua (@wh1t3lord)
  • Added new options to graphics settings (@Drombeys)
  • Added security checks to smart_terrain script (@Drombeys)
  • Added UI layout for FreeMP (@kola2451)
  • Added ultra graphics preset settings (@Drombeys)
  • Changed default game settings directory (@St4lker0k765, @Drombeys)
  • Decomposed ui_icons_npc XML config (@Drombeys)
  • Fixed infinity symbol in Letterica font (@St4lker0k765)
  • Fixed PDA squad rendering in Lua debug mode (@isoboleskiy)
  • Fixed scripts workability in editors (@ForserX)
  • Moved multiplayer compatibility to separate addon (@Drombeys)
  • Moved smooth fade to separate addon (@Drombeys)
  • Moved weapon fixes to separate addon (@Drombeys)
  • Removed is_god_mode method callings in Lua (@Drombeys)
  • Removed save.call_error method calling in scripts (@Drombeys)
  • Removed scripted calls to disable actor shadow (@Drombeys, @Hozar2002)
  • Reverted weather manager tweaks (@Drombeys)
  • Simplified scripts adaptation (@Drombeys)
  • Transferred changes of original files to mod_system_ixray config (@Drombeys)

Toolchain (in-game tools, editors, utilities)

  • Added .wav support for Content Browser (@GladiatorVS)
  • Added $env_mod and $rpoint in Content Browser (@ForserX, @VodkaNET)
  • Added About view (@ForserX)
  • Added IconPicker window (@GladiatorVS)
  • Added Recalculate Portals button in Level Editor (@ForserX)
  • Added Stop button for Play in Editor (@ForserX)
  • Added an icon for Preferences (@GladiatorVS)
  • Added application manifests (@St4lker0k765)
  • Added asynchronous level loading (@ForserX)
  • Added base Macro Editor code in Level Editor (@ForserX)
  • Added base code for exporting Level Editor scenes (@ForserX)
  • Added base implementation of Spawn Elements to Content Browser (@ForserX)
  • Added bone creation and mesh assign support to Actor Editor (@ForserX)
  • Added caption to search in Object List (@Drombeys)
  • Added color adaptation for Content Browser view (@Hozar2002)
  • Added color parameter to context menu in Theme Editor (@Seakad)
  • Added compilers path property for editors (@ForserX)
  • Added customizable color of log messages to editors (@St4lker0k765)
  • Added duplicate search feature to Level Editor (@Seakad)
  • Added folder creation in Content Browser and Skip All for missing scene objects (@GladiatorVS)
  • Added group objects support for Content Browser (@ForserX)
  • Added hack for def_aref material (@ForserX, @Hozar2002)
  • Added helper functions for DXT (@ForserX)
  • Added hint for Content Browser (@ForserX)
  • Added ImGuizmo manipulators in editors (@Romann, @BORSCHT)
  • Added importer code for Particle and Level Editor formats from SoC (@ForserX)
  • Added invalidate render target in Play in Editor (@ForserX)
  • Added list mode for Content Browser (@ForserX)
  • Added missing FreeMP game type choice (@ForserX)
  • Added more fast dynamic cast use (@ForserX)
  • Added more theme customization options to editors (@St4lker0k765)
  • Added moving AI map support for Gizmo (@ForserX)
  • Added multi object reference replacer (@ForserX)
  • Added multi select by kShift for Library Editor (@ForserX)
  • Added multiplayer support for MinimapEditor (@ForserX)
  • Added multithreaded decompression of archives (@Drombeys)
  • Added new editors icons (@St4lker0k765)
  • Added new icons for Content Browser (@Hozar2002)
  • Added optional Build artefact spawn positions for Play in Editor (@ForserX)
  • Added output of material name to error log (@Drombeys)
  • Added paths to compilers in editors (@VodkaNET)
  • Added pipette tool to Object Library property (@ForserX)
  • Added previously selected elements highlight when opened in ChooseForm (@tsmp)
  • Added puddles in Level Editor (@ForserX)
  • Added reloading textures on opening ChooseForm (@ForserX)
  • Added russian layout support for editors (@ForserX)
  • Added save ignore materials in level data (@ForserX)
  • Added save and load Random Append properties (@ForserX)
  • Added scale validation check (@ForserX)
  • Added second viewport for Library Editor (@ForserX, @GladiatorVS)
  • Added skip model optimazation flag for Actor Editor (@ForserX)
  • Added snap list parameter save (@ugozapad)
  • Added sound environment support in Play in Editor (@ForserX)
  • Added soft sounds synchronization support (@ForserX)
  • Added sound volume slider in Level Editor (@ForserX)
  • Added spawn elements sorting (@ForserX)
  • Added splash screen for Level Editor (@GladiatorVS)
  • Added status output to splash (@GladiatorVS)
  • Added support for Lua shaders in editors (@ForserX)
  • Added GPU Skinning for editors (@ForserX, @ugozapad, @Hozar2002)
  • Added theme editor for Actor Editor, Particle Editor and Shader Editor (@St4lker0k765)
  • Added THM viewer to Level Editor (@ForserX)
  • Added tooltips to Level Editor (@St4lker0k765)
  • Added visual resizing for MinimapEditor (@GladiatorVS)
  • Deleted D3DX_Wrapper module (@Drombeys)
  • Deleted ImGui file dialog (@ForserX)
  • Deleted legacy editors (@ForserX)
  • Deleted THM files when copying textures (@GladiatorVS)
  • Disabled missing root folders in Content Browser (@GladiatorVS)
  • Disabled optimization of identical textures (@ForserX, @VaIeroK)
  • Disabled secondary viewport in Play in Editor (@ForserX)
  • Enabled opening temp files in Level Editor (@ForserX)
  • Extended axis selection to other menus (@GladiatorVS)
  • Extended position limits in editors (@St4lker0k765)
  • Fixed *.dti files loading (@ForserX)
  • Fixed Cone Angle property changing (@ForserX)
  • Fixed dockspace size in editors (@ForserX)
  • Fixed EditorWnd transparency (@GladiatorVS)
  • Fixed ETextureThumbnail loading (@ForserX)
  • Fixed Header Color button (@ForserX)
  • Fixed ItemList style in xrEProps (@GladiatorVS)
  • Fixed Material [65535] not found in library! message (@St4lker0k765)
  • Fixed Object List background transparency (@ForserX)
  • Fixed Play in Editor launch (@Hozar2002)
  • Fixed PROP_COLOR channels (@ForserX)
  • Fixed Undo button in Particle Editor (@ForserX)
  • Fixed accidental quit issue in editors (@St4lker0k765)
  • Fixed alpha channel in thumbnails (@ForserX)
  • Fixed aref vertex shader in editors (@St4lker0k765)
  • Fixed ASAN errors in Level Editor (@ForserX)
  • Fixed attaching object rendering in Level Editor (@ForserX)
  • Fixed breakable object generation (@ForserX)
  • Fixed buttons in Object List view (@ForserX)
  • Fixed console rendering in Play in Editor (@Hozar2002)
  • Fixed context menu and pick in Play in Editor (@ugozapad)
  • Fixed crash in GetDrawText method (@Drombeys)
  • Fixed cutscenes in Play in Editor (@ForserX)
  • Fixed DDS loading in ChooseForm form (@ForserX)
  • Fixed details rendering in editors (@ForserX, @Hozar2002)
  • Fixed DLL name strings for editors (@St4lker0k765)
  • Fixed editor viewport size (@ForserX)
  • Fixed editors key bindings (@ForserX)
  • Fixed enabled snap list (@ugozapad)
  • Fixed error message output of missing particle (@ForserX)
  • Fixed errors in messages (@Drombeys)
  • Fixed events in LightAnim viewer (@ForserX)
  • Fixed exception on playing broken animations (@ForserX)
  • Fixed exceptions in Content Browser (@ForserX)
  • Fixed focused window (@Drombeys)
  • Fixed FOV value in editors preferences (@St4lker0k765)
  • Fixed keybinding in Particle Editor (@ForserX)
  • Fixed launch standalone game in editor (@VodkaNET)
  • Fixed loading and working pair material in Shader Editor (@ForserX)
  • Fixed loading camera animation in Level Editor (@ForserX)
  • Fixed LOD generation (@ForserX)
  • Fixed low FPS when resizing viewport (@Hozar2002)
  • Fixed message showing in MessageBox (@Drombeys)
  • Fixed minor bugs and issues in Level Editor (@ForserX)
  • Fixed motions mark draw (@ForserX)
  • Fixed OGF userdata reading (@VodkaNET)
  • Fixed Particle Editor items context menu (@GladiatorVS)
  • Fixed particles reloading when playing (@ForserX)
  • Fixed particles rendering and optimization in Play in Editor (@Hozar2002)
  • Fixed poor performance in Play in Editor (@VodkaNET)
  • Fixed PostProcess Editor (@ForserX)
  • Fixed problems partially in Level Editor (@ForserX)
  • Fixed reading unique $game_data$ path in Particle Editor (@VodkaNET)
  • Fixed root folder in Content Browser view (@Hozar2002)
  • Fixed spawn position in Play in Editor mode (@ForserX)
  • Fixed spots crash when launching Play in Editor (@VodkaNET)
  • Fixed two side mesh rendering in Actor Editor (@ForserX)
  • Fixed type message about modified scene (@Drombeys)
  • Fixed unsafe texture reloading (@Hozar2002)
  • Fixed UTF8 string set in RTextValue (@ForserX)
  • Fixed wallmark render in editors (@St4lker0k765)
  • Fixed waypoint moving (@ForserX)
  • Fixed window opening on start (@ForserX)
  • Fixed xrLC and xrAI workability (@ForserX)
  • Implemented Content Browser view (@ForserX)
  • Implemented Garbage Generator in Level Editor (@ForserX, BORSCHT)
  • Implemented Global Map Editor (@GladiatorVS)
  • Implemented actions for folders and files, drag and drop moving for files (@GladiatorVS)
  • Implemented basic dynamic rendering in Play in Editor (@Hozar2002)
  • Implemented Box mode support for $env_mod (@Seakad, @saas)
  • Implemented copy and paste commands in Content Browser (@GladiatorVS)
  • Implemented custom theme save and load (@St4lker0k765)
  • Implemented drap and drop for folders in Content Browser (@GladiatorVS)
  • Implemented file search in Content Browser (@ForserX)
  • Implemented in-game managers (@wh1t3lord, @Drombeys, @Hozar2002)
  • Implemented rename action in Content Browser (@GladiatorVS)
  • Implemented saving Preview property in Library Editor (@ForserX)
  • Implemented shader cache in editors support (@VodkaNET)
  • Improved Actor InfoPortions view (@wh1t3lord)
  • Improved Play in Editors and fixed hint position in Content Browser (@ForserX)
  • Improved inputs in Play in Editors (@ForserX, @Hozar2002)
  • Improved Library Editor (@ForserX)
  • Improved node editors backend (@ForserX)
  • Increase object limit in scene building process (@Seakad)
  • Increase texture quality to maximum in editors (@St4lker0k765)
  • Increase the maximum number of detail objects to 512 (@Romann)
  • Made MinimapEditor as not modal (@ForserX)
  • Made thread-safe for loading level (@ForserX)
  • Moved preferences to TopBar (@GladiatorVS)
  • Moved THM for groups save to groups folder (@Romann)
  • Optimized graph point render (@ForserX)
  • Removed lights and glow validation in editors (@St4lker0k765)
  • Removed reset choose form (@ForserX)
  • Removed unnecessary includes connections in editors (@Drombeys)
  • Implemented skeleton rendering in 1 draw call (@ForserX)
  • Replaced D3DXGetFVFVertexSize() with DirectXMesh analog (@Drombeys)
  • Replaced legacy save dialog with new one (@St4lker0k765)
  • Replaced null texture for UIChooseForm control (@St4lker0k765)
  • Restored CSceneObject sector with changed object reference (@ForserX)
  • Restored Locking functionality (@Seakad)
  • Restored Multi Rename (@ForserX)
  • Restored autofocus item in Object List (@ForserX)
  • Restored default shotcuts settings (@ForserX)
  • Restored engine statistics for editors (@ForserX)
  • Restored old VCPacked (@ForserX)
  • Restored summary information (@ForserX)
  • Restored object name in window title (@St4lker0k765)
  • Reverted Gizmo to old controls (@Romann)
  • Reworked xrDXT module (@ForserX)
  • Reworked DO tools window (@ForserX)
  • Reworked editors msg boxes (@ForserX)
  • Reworked Level Editor top bar (@ForserX)
  • Reworked Object Tools (@ForserX)
  • Reworked splash screen using SDL (@GladiatorVS)
  • Separated folder for custom themes in editors (@St4lker0k765)
  • Swapped Edit and Visibility menus (@St4lker0k765)
  • Used reserved memory pool for Scene Render (@ForserX)

Release 1.1.1 (August 2024)

Graphics

  • Added engine version to shader cache path (@Drombeys)
  • Fixed work r__detail_density console command (@Drombeys)

Release 1.1 (August 2024)

Common

  • Enabled /EHsc for all configs (@ForserX)

Engine (core, sound, multiplayer)

  • Added font glyph support for additional codepages (@ForserX)
  • Added subdirectories support for addon directory (@ForserX)
  • Fixed mouse4 and mouse5 buttons (@ForserX)
  • Fixed keyname translate (@ForserX)
  • Fixed UTF8 issues (@ForserX)
  • Reduced hud viewport near to 0.01 (@Drombeys)
  • Removed 44100 Hz sound rate assertion (@Hozar2002)
  • Switched to vector resizing instead of clearing where possible (@Drombeys)
  • Restored Alt key use for release configuration (@ForserX)

Graphics (renders, shaders)

  • Added accounting r2_lumscale_sky on D3D9 (@Drombeys)
  • Added hot reload for details (@Drombeys)
  • Added weather effects skipping when actor is indoor (@v2v3v4)
  • Fixed vid_scale_mode console command (@Drombeys, @Hozar2002)
  • Fixed 127 bones support (@Hozar2002)
  • Fixed bug with light culling (@v2v3v4)
  • Fixed incorrect details array size on D3D9 (@Hozar2002)
  • Fixed occlusion activation (@ForserX)
  • Fixed volumetric smoke rendering (@Hozar2002, @ForserX, @SkyLoaderr)
  • Implemented r__detail_radius console command (@Drombeys)
  • Improved fog for forward geometry (@Hozar2002, @Drombeys)
  • Improved grass rendering on D3D9 (@Hozar2002, @Drombeys)
  • Refined detailed objects to be placed only in outdoorsector (@v2v3v4)
  • Splitted saturation and vignette shaders (@Drombeys, @Hozar2002)

Gameplay

  • Added additional character information to inventory (@Drombeys, @Hozar2002)
  • Added additional inventory management buttons (@Hozar2002)
  • Added basic SWM 2.1 legs models support (@Hozar2002)
  • Added game default config (@ForserX)
  • Added monster anims sync in MP support (@MiX225)
  • Added mp console command (@MiX225)
  • Added on-map users spot-marks support (@ForserX)
  • Added optional generation of rank and reputation in NPC profiles (@Drombeys, @Hozar2002)
  • Exported CMapManager to LUA (@ForserX)
  • Fixed reading custom hud_fov parameter (@Drombeys)
  • Implemented legs system (@Hozar2002)
  • Ported OMP functions for freemp mode (@MiX225)
  • Reworked anim_fake object dispatch (@Drombeys)
  • Updated car dashboard (@Hozar2002)

Resources

  • Added r2_saturation to graphics options (@Drombeys)
  • Added default hands model (@Hozar2002)
  • Decoupled script functional (@ForserX)

Toolchain (in-game tools, editors, utilities, plugins)

  • Added CLevelEditor class for PIE (@ForserX)
  • Added Ignore Materials support for LevelEditor (@ForserX)
  • Added camera position draw (@ForserX)
  • Added community fixes for LevelEditor (@ForserX)
  • Added drag-n-drop for BoneParts (@ForserX, @abramcumner, @Romann)
  • Added exit button to debug menu (@Drombeys)
  • Added Lua snippets support (@Drombeys)
  • Added PIE support for xrGame (@isoboleskiy)
  • Added properties and multiselect for library editor (@ForserX)
  • Added support moving gizmo at mouse pos by shortcuts (@ForserX)
  • Added theme editor (@ForserX)
  • Added unfocused windows transparency and docking in Light Anim Editor (@Romann)
  • Added windows transparent without focus and docking (@ForserX)
  • Fixed loading sound environment parameters (@ForserX)
  • Fixed merged LOD texture build fail cancelling level build (@VodkaNET)
  • Fixed mouse moving in viewport with other monitor (@ForserX)
  • Fixed mouse postion update into editor viewport (@ForserX)
  • Adjusted colors in tools (@Romann)
  • Implemented Move Camera To view (@ForserX)
  • Improved Library Editor view (@ForserX)
  • Renamed tools in Edit Mode page (@Drombeys)
  • Replaced message box object[%s] already in group with Msg (@ForserX)
  • Restored Sound Environment choose form (@ForserX)
  • Reworked main toolbar in Level Editor (@Drombeys)
  • Reworked UI in LevelEditor (@ForserX)

Release 1.0 (July 2024)

Common

  • Added oneTBB packages to Windows platform (@ForserX)
  • Applied code formatting for shaders (@acidicMercury8, @Drombeys)
  • Deleted legacy plugins (@ForserX)
  • Disabled build x86 config (@ForserX)
  • Enabled Dependabot (@acidicMercury8)
  • Enabled Linux presets for compressor in building workflow (@acidicMercury8)
  • Fixed MarkdownLint settings (@acidicMercury8)
  • Fixed memory corruption (@ForserX)
  • Fixed output paths and runpath issues on Linux (@acidicMercury8)
  • Improved CMake projects (@ForserX)
  • Renamed shader extensions (@Drombeys)
  • Replaced Luabind (@ForserX, @Im-Dex, @Giperion)
  • Replaced LuaJIT (@ForserX, @Drombeys, @acidicMercury8, @abramcumner)
  • Replaced LZO with NuGet package (@acidicMercury8)
  • Reworked linking on Linux to avoid symlinks (@acidicMercury8)
  • Splitted compressor presets by systems (@acidicMercury8)
  • Updated caching packages in building workflow (@acidicMercury8)
  • Updated common documents and configs (@acidicMercury8, @Drombeys, @ggGhosTt)
  • Updated Git ignore config (@Drombeys)
  • Updated presets and artifacts names (@acidicMercury8)

Engine (core, sound, multiplayer)

  • Added CCC_Boolean support in menu options (@ForserX)
  • Added CCC_Mask16 support for Flags16 (@ForserX)
  • Added is_actor_shadow export to Lua (@ggGhosTt)
  • Added set_actor_shadow export to Lua (@ggGhosTt)
  • Added check for multiplayer module being available (@ForserX)
  • Added FPS limit console command (@v2v3v4)
  • Added message to log about duplicate XML section (@Drombeys)
  • Added platform-specific functions for path retrieval (@ggGhosTt)
  • Added support for mimalloc memory allocator (@ForserX, @Drombeys, @acidicMercury8)
  • Disabled fullscreen on non-release configurations (@Drombeys)
  • Disabled registration of MP commands in single builds (@Drombeys)
  • Disabled teleport using demo_record command (@Drombeys)
  • Fixed and simplified window mode change and resize (@ggGhosTt)
  • Fixed automatic resolution selection (@Drombeys, @Hozar2002, @ugozapad)
  • Fixed bug with m_max_depth is -1 (@ForserX)
  • Fixed collision disabling mechanism (@v2v3v4)
  • Fixed ImGui windows hiding (@ForserX)
  • Fixed Linux build (@ggGhosTt)
  • Made resources thread-safe (@ForserX)
  • Moved statistics positions (@Drombeys)
  • Reimplemented global time factor influence on sound (@v2v3v4)
  • Removed Loki dependency usage in class registrator (@ForserX)
  • Removed redundant bone calculations (@v2v3v4)
  • Renamed log file (@Drombeys)
  • Replaced message types in logging (@Drombeys)

Graphics (renders, shaders, textures)

  • Added jitter to render (@Hozar2002)
  • Added rs_render_portals command (@v2v3v4)
  • Added ability to customize volumetric light parameters for CCustomZone (@ForserX)
  • Added assert for incorrect addShaderOption using (@Hozar2002)
  • Added base PBS (@Hozar2002)
  • Added calculation of motion vectors (@Hozar2002)
  • Added caustics textures for new water shader (@Hozar2002)
  • Added chromatic aberration and vignette postprocess (@ForserX, @Drombeys)
  • Added Contrast Adaptive Sharpening (@LVutner)
  • Added fog dependency on draw distance multiplier (@Hozar2002)
  • Added GTAO (@LVutner)
  • Added Hashed alpha testing (@LVutner, @Hozar2002)
  • Added smart hud matrix switch (@Hozar2002)
  • Added smoothed particles (@v2v3v4)
  • Deleted HBAO (@ForserX)
  • Deleted unused indirect light GI (@Drombeys)
  • Deleted unused legacy console commands (@Drombeys)
  • Deleted unused shaders (@Hozar2002)
  • Enabled debugging of materials without Master Gold (@Hozar2002, @Drombeys)
  • Fixed actor shadows on static lighting (@v2v3v4)
  • Fixed blurred fonts (@Hozar2002)
  • Fixed broken savedgame preview on D3D9 (@Hozar2002)
  • Fixed crash on D3D_USAGE_DEFAULT creation (@Hozar2002)
  • Fixed far cascades (@Drombeys)
  • Fixed loading video on AMD graphics cards (@ForserX)
  • Fixed NVAPI initialization (@ForserX)
  • Fixed object outlining (@Hozar2002)
  • Fixed portals visibility in fog (@v2v3v4)
  • Fixed setting of RFLAG_CLOUD_SHADOWS flag (@Drombeys)
  • Fixed sun-shafts black square issue on low rendering distance (@Hozar2002)
  • Fixed sunmask intensity (@Hozar2002)
  • Fixed texture post-processing (@Hozar2002)
  • Fixed work on D3D10 Feature Level (@Hozar2002)
  • Implemented contact shadows on player HUD on D3D11 (@Hozar2002)
  • Implemented DLSS support (@Hozar2002, @Drombeys, @Vertver)
  • Implemented FSR2 support (@Hozar2002)
  • Implemented new G-buffer packing functions (@Hozar2002)
  • Implemented new step parallax algorithm (@Hozar2002, @Baryshev194)
  • Implemented resolution scaling (@Hozar2002)
  • Implemented sector-based detail culling (@v2v3v4)
  • Implemented SSLR water (@Hozar2002)
  • Implemented subsurface scattering on leafs on D3D11 (@Hozar2002)
  • Improved fog functionality on R2 (@Hozar2002)
  • Improved high DPI font scaling (@Hozar2002)
  • Improved texture rendering with DXT1 Alpha compression (@Hozar2002)
  • Increased bones amount for D3D11 (@Hozar2002)
  • Increased virtual height of lighting (@Hozar2002, @Drombeys)
  • Optimized renders (@v2v3v4)
  • Refactored all shaders (@Hozar2002)
  • Refactored shadow blenders (@Hozar2002)
  • Removed G-buffer optimizations from render and shaders (@Hozar2002)
  • Renamed and regrouped console commands in renders (@Drombeys)
  • Replaced GSC default SSAO shader (@Hozar2002, @nuclearfag)
  • Replaced position by hardware depth (@Hozar2002)
  • Reworked all shaders (@Hozar2002)
  • Reworked transfer of defines to shaders (@Hozar2002)
  • Separated statistic on screen (@Hozar2002)
  • Switched to standard allocator for renderers (@ForserX)
  • Moved sky rendering to frame start (@Hozar2002)
  • Moved tonemaping execution after forward rendering (@Hozar2002)
  • Unified forward and refactor blenders (@Hozar2002)
  • Unlocked multi-threaded texture loading (@Drombeys)
  • Updated shaders for forward pass (@Hozar2002)
  • Updated shaders for new render system (@Hozar2002)

Gameplay

  • Added use_text property for CEatableItem module (@ForserX)
  • Added ability to define phantom_section in psy-dog config (@OldSerpskiStalker)
  • Added is_actor_outdoors() export to Lua (@OldSerpskiStalker)
  • Added assert foot bone not found (@ForserX)
  • Added check for autosave mode in manager (@Drombeys)
  • Added custom interface style support for elite detector (@v2v3v4)
  • Added editbox to trackbar (@ForserX)
  • Added game start effect (@VOIN101)
  • Added hack for old models (@OldSerpskiStalker)
  • Added helper console commands (@v2v3v4)
  • Added inertia and collision externals (@Shtrecker)
  • Added items usage exports to Lua (@ForserX)
  • Attached detector model in third-person view mode (@v2v3v4)
  • Enabled ai_obstacle for anomalies and damage to stalkers from them (@v2v3v4)
  • Enabled anm_bore for binoculars (@v2v3v4)
  • Fixed actor weapon fire vectors (@v2v3v4)
  • Fixed animation blending (@v2v3v4)
  • Fixed actor update condition within cutscenes (@ForserX)
  • Fixed crashing on unknow icon parameter in monster character (@OldSerpskiStalker)
  • Fixed crows AI fly target position (@v2v3v4)
  • Fixed detector switch (@v2v3v4)
  • Fixed detectors switching handling (@v2v3v4)
  • Fixed food weight calculation (@ForserX)
  • Fixed hidden NPC markers on map (@Drombeys)
  • Fixed missing task icon after task change (@Drombeys)
  • Fixed objects being picked up while not visible (@v2v3v4)
  • Fixed stalkers staring at floor/ceiling during combat (@OldSerpskiStalker)
  • Fixed string expression use in ProgressBar control (@ForserX)
  • Added inventory item ignore when picking up items (@v2v3v4)
  • Added FPS counter disable option (@Drombeys)
  • Implemented HUD animator (@ForserX, @v2v3v4, @Shtrecker)
  • Implemented multispawn for mutant inventory (@OldSerpskiStalker)
  • Implemented third-person view camera collision and inertia (@v2v3v4)
  • Improved stalker_combat_actions schemes (@OldSerpskiStalker)
  • Improved stalker AI (@v2v3v4)
  • Improved third-person view camera (@v2v3v4)
  • Moved RotationFactor to updateCL in third-person view mode (@v2v3v4)
  • Moved engine version output to MainMenu module (@Drombeys)
  • Moved engine version output to right side of main menu (@Drombeys)
  • Optimized sun shadows on grass (@v2v3v4)
  • Refactored detector module (@v2v3v4)
  • Reverted Make IK stop further than 100 m from actor position (@Drombeys)
  • Updated HUD system (@v2v3v4)

Resources

  • Added additional localizations for ui_st_ixray.xml (@ggGhosTt, @nikitalebedin, @acidicMercury8)
  • Added GTAO to options (@ForserX, @Drombeys)
  • Added headings to group options (@Drombeys, @Hozar2002)
  • Added locking of dependent graphical options (@Drombeys)
  • Added new graphical options to settings (@Drombeys)
  • Added scaling options to graphics settings (@Drombeys, @Hozar2002)
  • Decreased volume adjustment increment (@Drombeys)
  • Deleted g_autoreload to gameplay options (@Drombeys)
  • Disabled DoF when reloading on RG-6 (@Drombeys)
  • Fixed crash with english locale (@Drombeys)
  • Moved added localization to common file (@Drombeys)
  • Moved VSync settings to video options (@Drombeys)
  • Reverted surge manager tweaks (@ForserX)
  • Reworked graphics options (@Drombeys, @Hozar2002)
  • Reworked new icons (@Drombeys)
  • Reworked presets for graphics settings (@Drombeys)
  • Uploaded additional localization files (@ggGhosTt)

Toolchain (in-game tools, editors, utilities, plugins)

  • Added Darkness Embrace theme (@ForserX)
  • Added PreviewObject support for Actor Editor (@ForserX)
  • Added 32 bits animation support to Actor Editor (@ForserX)
  • Added Actor Editor fixes (@VaIeroK)
  • Added an ability to specify path to OMF for models (@v2v3v4)
  • Added associative file support for Actor Editor (@ForserX)
  • Added base 3ds Max plugin (@ForserX)
  • Added base node system (@ForserX)
  • Added camera effector viewer (@ForserX)
  • Added docking support for Image Editor (@ForserX)
  • Added Drag-n-Drop object support for OMF and SKL files (@ForserX)
  • Added hack for Gunslinger animations in Actor Editor (@ForserX)
  • Added hack for properties update after change (@ForserX)
  • Added JSON serialization for editors (@ForserX)
  • Added Maya 2024 plugin by Ray of Hope (@ForserX)
  • Added motions sorting (@ForserX)
  • Added PBR light model to THM (@Hozar2002)
  • Added PostProcess editor source code (@ForserX)
  • Added selected move highlight to CUIToolbar control (@ForserX)
  • Added stats and filesystem fixes (@ForserX)
  • Added support export for 32 bit animations (@Mortan)
  • Added support for texture show/hide rendertarget viewport in Shader Debug (@ForserX)
  • Deleted network compilation code (@DimaKuzmin, @ForserX)
  • Fixed control inputs in Shader and Particle Editors (@VodkaNET)
  • Fixed cubemap texture creation (@ForserX)
  • Fixed default limits in weather editor (@Drombeys)
  • Fixed DM format export (@ForserX, @saas)
  • Fixed model compression (@ForserX)
  • Fixed mouse input work (@ForserX)
  • Fixed multi-threaded log in SDK (@ForserX)
  • Implemented create/clone/remove particle buttons (@ForserX)
  • Increased bones amount in editors (@ForserX)
  • Merged PostProcess and Actor editors (@ForserX)
  • Moved Make Thumbnail button to top bar (@ForserX)
  • Ported editors base to Visual Studio 2022 (@isoboleskiy, @ForserX)
  • Added debugger reconnection on level change (@ForserX)
  • Restored faces optimization in actor editor (@ForserX)
  • Updated Maya plugin (@ForserX, @abramcumner, @StalkMen, Moddera)

Release 0.10 (April 2024)

Common

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

Engine

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

Graphics (renders, shaders)

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

Gameplay

  • Added disable_bore parameter (@Shtrecker)
  • Added ability to enable anomalies reaction to NPC (@MAYLAYSHEZ)
  • Added ability to enable NPCs look at actor (@ggGhosTt, @v2v3v4)
  • Added base mutant synchronization (@Hozar2002, @pavelspitsin)
  • Added camera-switch control to change between car cameras (@ggGhosTt)
  • Added car light indicator (@ForserX)
  • Added configurable respawn time to smart covers (@OldSerpskiStalker)
  • Added custom car use callbacks (@ForserX)
  • Added default sound device change system event (@ForserX)
  • Added FreeMP mode (@ForserX)
  • Added localizable strings to saves (@Drombeys)
  • Added motion-based weapon tilt (@ShokerStlk)
  • Added multi spawn loadouts feature (@OldSerpskiStalker)
  • Added multiple item spawning to g_spawn console command (@Drombeys)
  • Added name and icon of car (@ForserX)
  • Added optional hud sound overlapping (@Shtrecker, @ggGhosTt)
  • Added speed multiplier for hud motions (@ggGhosTt)
  • Added usable car trunk feature (@ForserX)
  • Added weapon collision system (@Shtrecker, @ShokerStlk)
  • Added weapon inertion (@Shtrecker, @ShokerStlk)
  • Added workaround for border.empty() crash (@ForserX, @Alundaio)
  • Added XML Expression support to CUIStatic class (@ForserX)
  • Applied psSoundRolloff to linear fade (@ForserX)
  • Bypassed actor's death during surge in god mode (@ggGhosTt)
  • Deleted snd_targets and snd_cache_size commands (@Shtrecker)
  • Deleted verify in CExplosive::GenExplodeEvent method (@Drombeys)
  • Enabled hud_adjust on RelWithDebInfo configuration (@ForserX)
  • Enhanced FreeMP mode functionality (@ForserX)
  • Fixed cannot find rank for crash error (@Drombeys)
  • Fixed CWeaponRG6 class weapons shooting method (@Shtrecker)
  • Fixed explosion_hit_types parameter parsing (@Shtrecker)
  • Fixed 4:3 slots coordinates (@ForserX)
  • Fixed actor's car animations (@ggGhosTt, @v2v3v4)
  • Fixed artifact condition in inventory (@OldSerpskiStalker)
  • Fixed basic vehicle bugs (@ForserX)
  • Fixed crash at CCC_ALifeTimeFactor::Info method (@ugozapad)
  • Fixed dedicated server functionality (@ForserX)
  • Fixed dedicated server working (@ForserX)
  • Fixed elevator bug (@v2v3v4)
  • Fixed empty barrel shooting for CWeaponRG6 class weapons (@Shtrecker)
  • Fixed error when actor die in vehicle (@MAYLAYSHEZ)
  • Fixed flash period time for simple detector (@Shtrecker, @gunslingermod)
  • Fixed hands ancor load (@ForserX)
  • Fixed hiding animation (@Shtrecker)
  • Fixed incorrect addons position drawing in UI (@ForserX)
  • Fixed incorrect AI load call (@ForserX)
  • Fixed issues with grenades (@ForserX)
  • Fixed misfire status reset on load (@Shtrecker)
  • Fixed movement of fixed elements (@v2v3v4)
  • Fixed multiplayer server functionality (@ForserX)
  • Fixed night vision deactivation on helmet drop (@Shtrecker)
  • Fixed NPC reaction in CarWeapon module (@MAYLAYSHEZ)
  • Fixed parameters reset on travel to location event (@Shtrecker, @mortany)
  • Fixed pseudogiant's stomp damage on actor's jump (@Shtrecker)
  • Fixed scrollbar size after scripted window change (@ForserX)
  • Fixed shooting from weapons on CWeaponRPG7 and CWeaponRG6 class (@Shtrecker)
  • Fixed shooting state (@Shtrecker)
  • Fixed trader sound plays from him, not in actor head (@MAYLAYSHEZ)
  • Fixed UI debug text (@ugozapad)
  • Fixed weapon reloading (@Shtrecker)
  • Fixed zoom factor reset on load (@Shtrecker)
  • Implemented UI panel of vehicle (@ForserX)
  • Increased sound targets size (@Shtrecker)
  • Made autoreload optional (@Shtrecker)
  • Made car dashboard (@ForserX)
  • Made car doors usable (@ForserX, @v2v3v4)
  • Made monster looting optional (@ForserX)
  • Made sprint block while reloading optional (@Shtrecker)
  • Optimized font texture atlas generation (@Hozar2002)
  • Refactored stopping run in shooting (@Shtrecker)
  • Refactored tri state reload (@Shtrecker)
  • Removed artifact particle drawing on actor in MP (@ForserX)
  • Removed reload pause on first animation (@Shtrecker)
  • Reworked actor state getter (@Shtrecker)
  • Skipped incorrect action names (@ForserX)
  • Stopped damage_particles if car explode (@MAYLAYSHEZ)

Toolchain (in-game tools, editors)

  • Added trees_amplitude parameter to weather editor (@ForserX)
  • Added ability to disable InfoPortion in Actor InfoPortions view (@Drombeys)
  • Added base props for editors (@ForserX)
  • Added EditorRender and EditorEngineAPI projects (@ForserX)
  • Added EditorsProps project (@ForserX)
  • Added Lua Code window (@ForserX)
  • Enabled IXRAY_USE_R1 option in utilities presets (@Drombeys, @acidicMercury8)
  • Fixed CPostProcessValue::get_value method work (@ForserX)
  • Fixed inversion of sky colors in weather editor (@Drombeys)
  • Fixed weather editor sun position adjustment (@ggGhosTt)
  • Implemented base PPE UI (@ForserX)
  • Implemented ImGui scenes viewer (@Drombeys)
  • Implemented non-recursive version of OA_Unwarp method (@ForserX, @range-vs)
  • Implemented output of given InfoPortion (@ForserX)
  • Implemented texture copy utility (@Hozar2002)
  • Ported base xrECore code (@ForserX)

Resources

  • Added graffiti22 value (@ForserX)
  • Added hide_detector function export to Lua (@ForserX)
  • Added ability to change CSE_AlifeObject variables in Lua (@ForserX)
  • Added lua-marshal support for game saves (@ggGhosTt)
  • Added export kQUICK_SAVE and kQUICK_LOAD button to scripts (@Drombeys)
  • Added icon to m_burer_e section (@Drombeys)
  • Added weather control exports (@ggGhosTt)
  • Deleted strafe in aiming (@VOIN101)
  • Exported actor movement states (@Shtrecker)
  • Exported boosters to Lua scripts (@Shtrecker)
  • Exported god mode state check to lua (@ggGhosTt)
  • Exported torch click sound into config (@ForserX)
  • Exported weapons methods to Lua scripts (@ForserX, @Alundaio)
  • Fixed shotgun animations (@VOIN101)
  • Moved Lua export of basic types from xrGame to xrScripts (@ForserX)
  • Reworked fetching dependencies script (@ForserX)
  • Tweaked Lua surge manager (@ggGhosTt)
  • Tweaked Lua weather manager (@ggGhosTt)

Release 0.9 (March 2024)

Common

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

Engine

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

Graphics

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

Gameplay

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

Release 0.8 (March 2024)

Common

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

Engine

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

Graphics (renders, shaders)

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

Gameplay

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

Sound

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

Utilities

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

Release 0.7 (March 2024)

Common

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

Engine

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

Graphics (renders, shaders)

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

Gameplay

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

Toolchain (utilities, plugins)

  • Added -all key to compilers and enable -do -ai -lc modes (@ForserX)
  • Added EFC utility source code (@acidicMercury8, @ForserX)
  • Added MagicFM CMake project (@acidicMercury8)
  • Added Max Material CMake project (@ForserX)
  • Applied minor fixes for Max Export plugin (@DJYar, @ForserX)
  • Applied patches to plugins (@DJYar, @ForserX)
  • Changed algorithm for calculating the area of a triangle (@abramcumner)
  • Created plugin folder in CMake (@ForserX)
  • Deleted duplicated and dead files from xrAI (@ForserX)
  • Deleted threads limit in utilities (@ForserX)
  • Enabled reserving memory for compressed nodes in xrSaveNodes (@abramcumner)
  • Enabled using static buffer in setup_recalculationflags_file (@abramcumner)
  • Fixed EFC building issues (@ForserX)
  • Fixed loop in CGraphMerger method (@Drombeys)
  • Fixed progress set in xrPhase_UVmap (@abramcumner)
  • Fixed saving build.cform file in xrLC (@ForserX)
  • Fixed xrCompress to support multibyte WinAPI functions (@ForserX)
  • Implemented new lightmap saving algorithm (@DimaKuzmin)
  • Implemented show of all missing TGA textures and THM files (@ForserX)
  • Implemented skipping invalid faces in xrLC (@Drombeys)
  • Merged compilers into one project (@ForserX)
  • Ported MagicFM to C++20 (@ForserX)
  • Ported Max Material plugin to C++20 (@ForserX)
  • Ported plugins to х64 (@DJYar, @ForserX)
  • Ported plugins to C++20 (@ForserX)
  • Replaced MMX with SSE in Place_Perpixel function (@ForserX)
  • Replaceed -keep_temp_files with -clear_temp_files key (@ForserX)
  • Updated 3D SDK (@DJYar, @ForserX)
  • Updated LW Server project (@ForserX)

Release 0.6.1 (September 2023)

Common

  • Added logo icons and TortoiseGit config (@acidicMercury8)
  • Fixed project references and links (@acidicMercury8)

Engine

  • Deleted boost::noncopyable related code from xrGame (@Drombeys)
  • Deleted ComputeModuleHash function (@Drombeys)
  • Deleted CopyProtection module (@Drombeys)
  • Deleted is_enough_address_space_available function (@Drombeys)
  • Deleted IsPCAccessAllowed function (@Drombeys)
  • Deleted unused pSettingsAuth pointer (@Drombeys)
  • Deleted unused ttapi includes (@Drombeys)
  • Fixed incorrect including of FastDelegate header (@Drombeys)
  • Replaced _snprintf with _snprintf_s in ODE (@Drombeys)
  • Fixed incorrect including of header files in xrGame project (@Drombeys)

Graphics (renders, shaders)

  • Fixed fog display on static lighting (@Hozar2002)
  • Fixed incorrect including of header files in renders projects (@Drombeys)

Gameplay

  • Fixed shotgun reload (@Shtrecker)

Release 0.6 (August 2023)

Common

  • Added Visual Studio Install config (@acidicMercury8)
  • Added Visual Studio solution filters (@acidicMercury8)
  • Deleted scripts for getting dependencies (@acidicMercury8)
  • Enabled NuGet packages getting and caching in GitHub Actions (@acidicMercury8)
  • Fixed most part of warnings (@acidicMercury8, @Drombeys)
  • Replaced DirectX SDK with NuGet package and Windows SDK (@acidicMercury8, @Drombeys)
  • Replaced DirectXMesh with NuGet package (@acidicMercury8, @Drombeys)
  • Replaced DirectXTex with NuGet package (@acidicMercury8, @Drombeys)
  • Replaced DockPanelSuite with NuGet package (@acidicMercury8)
  • Replaced Flobbster.Windows.Forms with NuGet package (@acidicMercury8)
  • Replaced Xiph libraries with NuGet packages (@acidicMercury8)
  • Replaced zlib with NuGet package (@acidicMercury8)
  • Replaced linker directives with project references (@acidicMercury8)
  • Set latest Windows SDK version (@acidicMercury8)
  • Splitted project configuration paths (@acidicMercury8)

Engine

  • Deleted ATI MGPU library with related code (@Drombeys)
  • Deleted NVAPI library with related code (@Drombeys)
  • Deleted SecuROM related code (@Drombeys)
  • Deleted boost::noncopyable use cases from editor and xrPhysics (@Drombeys)
  • Deleted dedicated_server_only module and PROTECT_API macros (@Drombeys)
  • Deleted get_ref_count function (@Drombeys)
  • Deleted mailSlot module (@Drombeys)
  • Deleted no_single module (@Drombeys)
  • Deleted std::binary_function use cases (@Drombeys)
  • Deleted std::unary_function use cases (@Drombeys)
  • Deleted xrTheora_Surface_mmx module (@Drombeys)
  • Deleted launcher related code (@Drombeys)
  • Deleted pragma deprecations (@acidicMercury8)
  • Deleted redundant DEBUG_INVOKE (@MAYLAYSHEZ)
  • Deleted unused dwFrame field of xrCore class (@Drombeys)
  • Deleted unused modules from xrSound (@vadvalskiy)
  • Enabled output log for debugger connected (@MAYLAYSHEZ)
  • Fixed cam_inert console command (@MAYLAYSHEZ)
  • Fixed std::unique_ptr use cases (@acidicMercury8)
  • Fixed bones synchronization (@xrLil-Batya)
  • Fixed error skipping process troubles (@MAYLAYSHEZ)
  • Fixed ignoring temp and metadata files by locator (@MAYLAYSHEZ)
  • Fixed OGG related code of xrSound (@vadvalskiy)
  • 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)
  • Implemented hud_fov item parameter (@Shtrecker)
  • Integrated OpenAL Soft with EFX extensions (@johncurley)
  • Refactored color math module (@Drombeys)
  • Refactored some sound modules (@johncurley, @vadvalskiy)
  • Renamed xrDebugNew module to xrDebug (@MAYLAYSHEZ)
  • Replaced assembler instructions with analogs (@Drombeys)
  • Replaced __interface keyword with class (@Drombeys)
  • Replaced __uuidof with IID_PPV_ARGS (@Drombeys)
  • Replaced _snprintf with _snprintf_s function (@Drombeys)
  • Replaced -nointro key with keypress_on_start command (@Drombeys)
  • Replaced D3DCOLOR_RGBA, D3DCOLOR_ARGB and D3DCOLOR_XRGB macroses (@Drombeys)
  • Replaced FS_DEBUG macro with DEBUG (@Drombeys)
  • Replaced GetCLK function with unified analog (@Drombeys)
  • Replaced GetTickCount with GetTickCount64 function (@Drombeys)
  • Replaced STATIC_CHECK with static_assert (@Drombeys)
  • Replaced std::auto_ptr pointers with std::unique_ptr (@Drombeys)
  • Replaced std::bind1st and std::bind2nd with lambda functions (@Drombeys)
  • Replaced legacy DirectX Math with DirectXMath analog (@Drombeys)
  • Splitted engine and server applications (@acidicMercury8)

Graphics (renders, shaders)

  • Added r2_use_bump command to disable bumps on R2+ renderers (@DanceManiac)
  • Decomposed screenshot creation methods (@Drombeys)
  • Deleted Direct3D 10 dependencies (@Drombeys)
  • Deleted Intel GMA related code (@Drombeys)
  • Deleted unused option in all renders (@Drombeys)
  • Deleted unused accum_direct methods (@Drombeys)
  • Deleted unused mipped noise (@Drombeys)
  • Fixed HDAO crashing on disabled G-Buffer optimization (@morrazzzz)
  • Fixed MaxAnisotropy parameter for Shader Model 5 (@OldSerpskiStalker)
  • Fixed enumeration of option definitions on Direct3D 10+ (@OldSerpskiStalker)
  • Fixed some memory leaks (@OldSerpskiStalker, @Drombeys)
  • Fixed sunshafts on enabled accum_sun_near_nomsaa_minmax shader (@OldSerpskiStalker)
  • Fixed texture quality changing in D3D11 (@Drombeys, @Hozar2002, @mortany)
  • Fixed transparent on static lightning (@Hozar2002)
  • Fixed wrong attenuation of far sun shadows (@Hozar2002)
  • Implemented FXAA support (@OldSerpskiStalker, @Drombeys, @Hozar2002)
  • Implemented FXAA support in assets (@OldSerpskiStalker, @Drombeys, @Hozar2002)
  • Implemented SMAA support (@OldSerpskiStalker, @Drombeys, @Hozar2002)
  • Implemented SMAA support in assets (@OldSerpskiStalker, @Drombeys, @Hozar2002)
  • Implemented mipLodBias property setter for Direct3D 10+ (@Drombeys)
  • Implemented disabling of anisotropic filtering in Direct3D 10+ (@Drombeys)
  • Implemented shader-based fog on static lightning (@Hozar2002)
  • Implemented textures reloading directly in game (@MAYLAYSHEZ)
  • Improved depth buffer format handling (@Drombeys)
  • Refactored dx11Texture class (@Drombeys)
  • Replaced asm block with standard math functions (@Drombeys)
  • Replaced deprecated shader compiler with Windows SDK analog (@Drombeys)
  • Replaced legacy DirectX Tex with DirectXTex analog (@Drombeys)
  • Set DXGI_ENUM_MODES_INTERLACED flag (@Drombeys)
  • Unlocked MSAA x8 (@OldSerpskiStalker)
  • Updated shaders to Shader Model 3.0 (@Drombeys, @Hozar2002)

Gameplay

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

Resources

  • Fixed object_alive condition in bind_monster script (@Hozar2002)
  • Fixed text line alignment for talk dialogs (@Hrusteckiy)
  • Set weapon autoreloading settings (@Shtrecker)

Editors

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

Release 0.5 (March 2023)

Common

  • Enabled assets packing (@acidicMercury8)
  • Implemented a partial DirectXMesh integration (@Drombeys)
  • Replaced dxerr with Windows SDK analog (@Drombeys)
  • Replaced stricmp with POSIX analog (@Drombeys)
  • Simplified get-dependencies script launching (@acidicMercury8)

Engine

  • Fixed switching ingame console language layout (@Drombeys)
  • Replaced delete operator with xr_delete() function in xrXMLParser (@Drombeys)
  • Replaced crashing with warning when there is no sound (@Drombeys)

Gameplay

  • Allowed to change upgrade icon color by config (@Hrusteckiy)
  • Allowed to use min and max colors for double progress bar (@Hrusteckiy)
  • Disabled ammo highlights for knife and binocular (@Hrusteckiy)
  • Disabled stats by class and not by section (@Hrusteckiy)
  • Enabled autosaves (@Drombeys)
  • Enabled changing items condition by Num7 and Num8 (@Hrusteckiy)
  • Enabled clearing highlight lists on each inventory action (@Hrusteckiy)
  • Fixed character info for deadbody color (@Hrusteckiy)
  • Fixed playing animation of getting weapons (@Drombeys, @Hozar2002)
  • Fixed progress bar for optional using of middle_color (@Hrusteckiy)
  • Implemented ui_reload console command (@Hrusteckiy)

Graphics (renders, shaders)

  • Added screenshots capturing in windowed mode on Direct3D 9 (@Drombeys)
  • Deleted xrRender_R3 (@Drombeys)
  • Deleted r2_shadow_cascede_old console command (@Drombeys)
  • Deleted old TSM algorithms in all renders (@Drombeys)
  • Enabled fog accounting for grass on static lightning (@Drombeys, @Hozar2002)
  • Enabled fog accounting for particles (@Drombeys, @Hozar2002)
  • Enabled fog accounting for wallmarks on static lightning (@Drombeys, @Hozar2002)
  • Enabled static sun shadows on disabled cascades (@Hozar2002)
  • Fixed distortions particles on Direct3D 10+ (@Drombeys, @Hozar2002)
  • Fixed sload for correct nearest bumps displaying (@Hozar2002)
  • Fixed fog accounting for campfire and anomalies (@Drombeys, @Hozar2002)
  • Fixed inverted sky colors and sky bluring on Direct3D 10+ (@MAYLAYSHEZ)
  • Fixed particles displaying on shooting (@Drombeys)
  • Fixed potential memory leak in DirectX 10 resource manager (@Drombeys)
  • Fixed water displaying on static lightning (@Drombeys, @Hozar2002)
  • Implemented Direct3D 10 initialization over Direct3D 11 (@Drombeys, @Hozar2002)
  • Implemented actor shadow (@Hozar2002)
  • Improved volumetric godrays on Direct3D 9 (@Drombeys)
  • Prevented writing alpha-blended geometry to depth buffer (@Hozar2002)
  • Restored grass shadow (@Hozar2002)

Resources

  • Added notification restarting for r2_sun command (@Drombeys)
  • Implemented use_condition parameter (@Hrusteckiy)
  • Implemented knife parameters class and related features (@Hrusteckiy)

Release 0.4 (September 2022)

Common

  • Added basic editorconfig (@acidicMercury8)
  • Normalized line endings for the root files (@acidicMercury8)

Engine

  • Added read_sun_config console command (@Drombeys)
  • Added set_weather console command (@Drombeys)
  • Added trees_amplitude option to weather settings (@Drombeys)
  • Added inventory for ransacking monsters (@Drombeys)
  • Disabled r3_minmax_sm by default (@Drombeys)
  • Disabled use cases of MSAA_ATEST_DX10_1_NATIVE (@Drombeys)
  • Enabled EAX (@Hozar2002)
  • Enabled dof on weapons reloading (@Drombeys)
  • Enabled teleport using demo_record (@Drombeys)
  • Fixed camera glitches (@Hozar2002)
  • Fixed engine closing from taskbar menu (@Hozar2002)
  • Set FPS limit on UI rendering (@Drombeys, @Hozar2002)

Graphics (renders, shaders)

  • Added shader to correct displaying of LODs when MSAA alphatest is enabled in classic Direct3D 10 (@Hozar2002)
  • Added support for capturing cube map and location map on Direct3D 10+ (@Drombeys, @Hozar2002)
  • Added terrain mask support on static lighting (@Hozar2002)
  • Enabled water_soft shader for water_studen and water_ryaska (@Drombeys)
  • Fixed MSAA (redefinition of Texture2DMS) (@Hozar2002)
  • Fixed comparison resulting in endless creation of new objects on Direct3D 10+ (@Hozar2002)
  • Fixed crash when rendering volumetric fog on Direct3D 11 (@Hozar2002)
  • Fixed displaying of transparent surfaces on HUD (@Hozar2002)
  • Fixed displaying of water foam (@Drombeys, @Hozar2002)
  • Fixed dynamic wet surfaces (@Hozar2002)
  • Fixed screen resolution selection on missed user.ltx (@Drombeys)
  • Fixed sequence of initialization of API videocards (@Drombeys)
  • Fixed skycube displaying on water surface sunshafts (@Drombeys)
  • Fixed sunshafts for different sun quality (@Drombeys)
  • Fixed transparent on static lightning (@Hozar2002)
  • Implemented ability to switch entry point to a specific version of Shader Model (@Drombeys)
  • Implemented fog accounting for water on Direct3D 9 (@Drombeys, @Hozar2002)
  • Implemented light accounting for water foam (@Drombeys, @Hozar2002)
  • Implemented skyblend accumulation for sunshafts (@Drombeys)
  • Increased range of near cascade (@Drombeys)
  • Overrode entry point in 3D Fluid shaders (@Drombeys)

Resources

  • Added hint for ransacking monsters (@Drombeys)
  • Normalized encoding of shaders (@acidicMercury8)

Release 0.3 (May 2022)

Common

  • Bumped TargetFramework to .NET Framework 4.7.2 (@acidicMercury8)
  • Deleted unused Intel VTune functionality (@acidicMercury8)
  • Deleted unused OpenAutomate functionality (@Drombeys)
  • Disabled debug and incremental info for all projects (@acidicMercury8)
  • Enabled GitHub Actions (@acidicMercury8)
  • Enabled x86-64 toolchain for all projects (@acidicMercury8)
  • Enabled multicore building for all projects (@acidicMercury8)
  • Fixed a lot of issues with linking (@acidicMercury8)
  • Fixed compilation errors (@acidicMercury8)
  • Migrated to Visual Studio 2022 (@acidicMercury8)
  • Replaced dockpanelsuite and bumped to 3.1 version (@acidicMercury8)
  • Replaced Flobbster.Windows.Forms binary (@acidicMercury8)

Engine

  • Deleted DEF_* and DEFINE_* macroses from STL extensions (@Drombeys)
  • Fixed dialog window of level changer (@Drombeys)
  • Implemented a partial replacement of STL extension aliases with using analogs (@Drombeys)
  • Placed clear_and_reserve() method of xr_vector<T> class in a separate functionclear_and_reserve (@acidicMercury8)
  • Replaced custom xr_deque<T> and xr_vector<T> with aliases of std::deque<T> and std::vector<T> (@acidicMercury8)

Graphics

  • Fixed VSync on all renders (@Drombeys)
  • Fixed blurring fonts on D3D11 (@Hozar2002)
  • Fixed bug with exporting light to render (@Hozar2002)
  • Replaced path to shaders_cache in all renders (@Drombeys)

Resources

  • Added resources (@acidicMercury8)
  • Normalized encoding of scripts (@acidicMercury8)

Release 0.2 (November 2021)

Common

  • Fixed compilation errors (@acidicMercury8)
  • Migrated to Visual Studio 2015 (@acidicMercury8, @Drombeys)
  • Replaced some custom functions and types to standard library analog (@acidicMercury8, @Drombeys)

Engine

  • Changed viewing angle coefficient to 67.5 (@Drombeys)
  • Disabled hardcoded GUID of DirectX (@Drombeys)
  • Fixed -nointro key (@Drombeys)
  • Fixed Debug configuration workability (@acidicMercury8)
  • Fixed window focus error (@Hozar2002)
  • Removed BugTrap and minizip (@Drombeys)
  • Replaced debug::make_final<T> class to C++11 final specifier (@Drombeys)
  • Replaced deprecated functions to safe and modern analogs (@acidicMercury8)
  • Unlocked console commands: hud_fov, fov, jump_to_level, g_god, g_unlimitedammo, run_script, run_string, time_factor (@Drombeys)

Utilities

  • Implemented a partial DirectXTex integration (@acidicMercury8)

Release 0.1 (March 2021)

Common

  • Configured audio libraries and OpenAutomate projects building (@Drombeys, @acidicMercury8)
  • Configured engine and editor projects building (@acidicMercury8)
  • Fixed compilation errors (@acidicMercury8)
  • Fixed windows displaying in editor projects (@acidicMercury8)
  • Migrated to Visual Studio 2013 (@acidicMercury8)

Engine

  • Fixed skyboxes stretching (@Drombeys)
  • Fixed looping and breaking the stack on NODEFAULT (@acidicMercury8)