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Co-authored-by: ggGhosTt <artem.babichev.main@gmail.com>
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CHANGELOG.md

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@@ -4,6 +4,92 @@ English | [Русский](./doc/CHANGELOG.rus.md)
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Full changelog of _IX-Ray_ 1.6 project
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## Release 1.1 (August 2024)
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### Common
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- Enabled `/EHsc` for all configs (@ForserX)
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### Engine (core, sound, multiplayer)
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- Added font glyph support for additional codepages (@ForserX)
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- Added subdirectories support for addon directory (@ForserX)
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- Fixed `mouse4` and `mouse5` buttons (@ForserX)
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- Fixed keyname translate (@ForserX)
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- Fixed UTF8 issues (@ForserX)
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- Reduced `hud viewport near` to `0.01` (@Drombeys)
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- Removed 44100 Hz sound rate assertion (@Hozar2002)
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- Switched to vector resizing instead of clearing where possible (@Drombeys)
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- Restored Alt key use for release configuration (@ForserX)
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### Graphics (renders, shaders, textures)
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- Added accounting `r2_lumscale_sky` on D3D9 (@Drombeys)
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- Added hot reload for details (@Drombeys)
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- Added weather effects skipping when actor is indoor (@v2v3v4)
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- Fixed `vid_scale_mode` console command (@Drombeys, @Hozar2002)
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- Fixed 127 bones support (@Hozar2002)
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- Fixed bug with light culling (@v2v3v4)
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- Fixed incorrect details array size on D3D9 (@Hozar2002)
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- Fixed occlusion activation (@ForserX)
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- Fixed volumetric smoke rendering (@Hozar2002, @ForserX)
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- Implemented `r__detail_radius` console command (@Drombeys)
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- Improved fog for forward geometry (@Hozar2002, @Drombeys)
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- Improved grass rendering on D3D9 (@Hozar2002, @Drombeys)
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- Refined detailed objects to be placed only in outdoorsector (@v2v3v4)
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- Splitted saturation and vignette shaders (@Drombeys, @Hozar2002)
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### Gameplay
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- Added additional character information to inventory (@Drombeys, @Hozar2002)
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- Added additional inventory management buttons (@Hozar2002)
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- Added basic SWM 2.1 legs models support (@Hozar2002)
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- Added game default config (@ForserX)
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- Added monster anims sync in MP support (@MiX225)
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- Added mp console command (@MiX225)
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- Added on-map users spot-marks support (@ForserX)
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- Added optional generation of rank and reputation in NPC profiles (@Drombeys, @Hozar2002)
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- Exported `CMapManager` to LUA (@ForserX)
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- Fixed reading custom `hud_fov` parameter (@Drombeys)
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- Implemented legs system (@Hozar2002)
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- Ported OMP functions for `freemp` mode (@MiX225)
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- Reworked `anim_fake` object dispatch (@Drombeys)
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- Updated car dashboard (@Hozar2002)
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### Resources
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- Added `r2_saturation` to graphics options (@Drombeys)
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- Added default hands model (@Hozar2002)
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- Decoupled script functional (@ForserX)
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### Toolchain (in-game tools, editors, utilities, plugins)
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- Added `CLevelEditor` class for PIE (@ForserX)
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- Added `Ignore Materials` support for LevelEditor (@ForserX)
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- Added camera position draw (@ForserX)
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- Added community fixes for LevelEditor (@ForserX)
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- Added drag-n-drop for BoneParts (@ForserX, @abramcumner, @Romann)
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- Added exit button to debug menu (@Drombeys)
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- Added Lua snippets support (@Drombeys)
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- Added PIE support for xrGame (@isoboleskiy)
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- Added properties and multiselect for library editor (@ForserX)
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- Added support moving gizmo at mouse pos by shortcuts (@ForserX)
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- Added theme editor (@ForserX)
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- Added unfocused windows transparency and docking in `Light Anim Editor` (@Romann)
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- Added windows transparent without focus and docking (@ForserX)
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- Fixed loading sound environment parameters (@ForserX)
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- Fixed merged LOD texture build fail cancelling level build (@VodkaNET)
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- Fixed mouse moving in viewport with other monitor (@ForserX)
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- Fixed mouse postion update into editor viewport (@ForserX)
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- Adjusted colors in tools (@Romann)
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- Implemented `Move Camera To` view (@ForserX)
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- Improved `Library Editor` view (@ForserX)
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- Renamed tools in `Edit Mode` page (@Drombeys)
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- Replaced message box `object[%s] already in group` with Msg (@ForserX)
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- Restored Sound Environment choose form (@ForserX)
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- Reworked main toolbar in Level Editor (@Drombeys)
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- Reworked UI in LevelEditor (@ForserX)
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## Release 1.0 (July 2024)
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### Common
@@ -40,7 +126,7 @@ Full changelog of _IX-Ray_ 1.6 project
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- Added message to log about duplicate XML section (@Drombeys)
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- Added platform-specific functions for path retrieval (@ggGhosTt)
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- Added support for mimalloc memory allocator (@ForserX, @Drombeys, @acidicMercury8)
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- Disabled fullscreen on non-release configuration (@Drombeys)
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- Disabled fullscreen on non-release configurations (@Drombeys)
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- Disabled registration of MP commands in single builds (@Drombeys)
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- Disabled teleport using `demo_record` command (@Drombeys)
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- Fixed and simplified window mode change and resize (@ggGhosTt)
@@ -49,7 +135,7 @@ Full changelog of _IX-Ray_ 1.6 project
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- Fixed collision disabling mechanism (@v2v3v4)
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- Fixed ImGui windows hiding (@ForserX)
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- Fixed Linux build (@ggGhosTt)
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- Maked resources thread-safe (@ForserX)
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- Made resources thread-safe (@ForserX)
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- Moved statistics positions (@Drombeys)
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- Reimplemented global time factor influence on sound (@v2v3v4)
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- Removed Loki dependency usage in class registrator (@ForserX)
@@ -117,8 +203,8 @@ Full changelog of _IX-Ray_ 1.6 project
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- Reworked transfer of defines to shaders (@Hozar2002)
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- Separated statistic on screen (@Hozar2002)
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- Switched to standard allocator for renderers (@ForserX)
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- Transferred sky rendering on frame start (@Hozar2002)
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- Transferred tonemaping after forward rendering (@Hozar2002)
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- Moved sky rendering to frame start (@Hozar2002)
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- Moved tonemaping execution after forward rendering (@Hozar2002)
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- Unified forward and refactor blenders (@Hozar2002)
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- Unlocked multi-threaded texture loading (@Drombeys)
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- Updated shaders for forward pass (@Hozar2002)
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- Enabled `anm_bore` for binoculars (@v2v3v4)
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- Fixed actor weapon fire vectors (@v2v3v4)
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- Fixed animation blending (@v2v3v4)
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- Fixed condition actor update with cutscenes (@ForserX)
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- Fixed actor update condition within cutscenes (@ForserX)
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- Fixed crashing on unknow `icon` parameter in monster character (@OldSerpskiStalker)
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- Fixed crows AI fly target position (@v2v3v4)
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- Fixed detector switch (@v2v3v4)
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- Fixed detectors switching handling (@v2v3v4)
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- Fixed food weight calculation (@ForserX)
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- Fixed hidden markings of NPC on map (@Drombeys)
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- Fixed hidden NPC markers on map (@Drombeys)
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- Fixed missing task icon after task change (@Drombeys)
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- Fixed objects being picked up while not visible (@v2v3v4)
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- Fixed stalkers staring at floor/ceiling during combat (@OldSerpskiStalker)
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- Fixed string expression use in ProgressBar control (@ForserX)
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- Ignored inventory item when picking up items (@v2v3v4)
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- Implemented disabling FPS counter (@Drombeys)
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- Added inventory item ignore when picking up items (@v2v3v4)
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- Added FPS counter disable option (@Drombeys)
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- Implemented HUD animator (@ForserX, @v2v3v4, @Shtrecker)
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- Implemented multispawn for mutant inventory (@OldSerpskiStalker)
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- Implemented third-person view camera collision and inertia (@v2v3v4)
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- Merged PostProcess and Actor editors (@ForserX)
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- Moved `Make Thumbnail` button to top bar (@ForserX)
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- Ported editors base to Visual Studio 2022 (@isoboleskiy, @ForserX)
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- Reconnect debugger with level change (@ForserX)
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- Added debugger reconnection on level change (@ForserX)
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- Restored faces optimization in actor editor (@ForserX)
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- Updated Maya plugin (@ForserX, @abramcumner, @StalkMen, Moddera)
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- Added `graffiti22` value (@ForserX)
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- Added `hide_detector` function export to Lua (@ForserX)
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- Added ability to change `CSE_AlifeObject` variables in Lua (@ForserX)
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- Added data files when corresponding saves are deleted (@ggGhosTt)
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- Added `lua-marshal` support for game saves (@ggGhosTt)
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- Added export `kQUICK_SAVE` and `kQUICK_LOAD` button to scripts (@Drombeys)
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- Added icon to `m_burer_e` section (@Drombeys)
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- Added weather control exports (@ggGhosTt)
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- Deleted strafe in aiming (@VOIN101)
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- Enabled creating savegames directory if none is present (@ggGhosTt)
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- Exported actor movement states (@Shtrecker)
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- Exported boosters to Lua scripts (@Shtrecker)
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- Exported god mode state check to lua (@ggGhosTt)
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- Exported save/load events and retrieved save names in Lua (@ggGhosTt)
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- Exported torch click sound into config (@ForserX)
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- Exported weapons methods to Lua scripts (@ForserX, @Alundaio)
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- Fixed shotgun animations (@VOIN101)
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- Implemented Lua Marshal save/load utility functions (@ggGhosTt)
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- Matched saves and serialized tables (@ggGhosTt)
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- Moved Lua export of basic types from xrGame to xrScripts (@ForserX)
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- Reworked fetching dependencies script (@ForserX)
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- Stored data in savegames folder as single file (@ggGhosTt)
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- Tweaked Lua surge manager (@ggGhosTt)
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- Tweaked Lua weather manager (@ggGhosTt)
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- Implemented inventory customization (@ForserX)
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- Implemented new noclip movement (@v2v3v4)
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- Implemented UI auto slot system (@ForserX)
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- Implemented visible strapped weapon models in third person (@ggGhosTt)
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- Merged and clean `-psp` functional (@ggGhosTt)
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- Implemented visible strapped weapon models for third person view (@ggGhosTt)
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- Merged and cleaned `-psp` functional (@ggGhosTt)
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- Migrated alcohol features to new system (@ForserX)
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- Moved `read_sun_config` command to `engine_external` config (@Drombeys)
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- Ported camera noise support from `CCameraFirstEye` to `CCameraLook2` (@ggGhosTt)
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- Fixed loading of unsupported textures (@Hozar2002)
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- Fixed memory leak for vertex buffers in `dx103DFluidGrid` (@MAYLAYSHEZ)
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- Fixed point lights virtual size (@MAYLAYSHEZ)
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- Let `DXGI` calculate refresh rate for itself for performance (@MAYLAYSHEZ)
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- Remade `DXGI` to calculate refresh rate by itself for performance (@MAYLAYSHEZ)
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- Made fonts not change state if there is no text to render (@MAYLAYSHEZ)
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- Optimized dynamic objects rendering (@VaIeroK)
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- Reimplemented actor shadow for R2-R4 (@MAYLAYSHEZ, @v2v3v4)
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- Added Lua export to control global time factor (@MAYLAYSHEZ)
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- Applied various fixes to `crow` class (@MAYLAYSHEZ)
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- Corrected zooming in/out command handler (@MAYLAYSHEZ)
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- Decreased actor movement speed after jump (@MAYLAYSHEZ)
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- Added actor movement speed decrease after jump (@MAYLAYSHEZ)
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- Disabled cheats command on Release configuration (@Drombeys)
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- Disabled useless and unnecessary `item place` spam (@ForserX)
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- Disabled redundant `item place` spam (@ForserX)
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- Enabled calculating distance to enemy by monsters that created sound they hear (@MAYLAYSHEZ)
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- Enabled clearing objects and models pools between level loads (@MAYLAYSHEZ)
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- Ensured accurate results for `npc:path_completed()` method (@Drombeys)
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- Fixed weapon camera effector (@MAYLAYSHEZ)
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- Fixed zero `scope_zoom_factor` (@xrEugene)
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- Implemented XML expressions for MP mode (@ForserX)
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- Made clear levels vector on quit (@MAYLAYSHEZ)
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- Added levels vector clearing on quit (@MAYLAYSHEZ)
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- Moved descriptions of detector's eye zones in one place (@ForserX)
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- Prevented crash due `reserve()` call with `arg < 0` (@MAYLAYSHEZ)
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- Removed duplicate `mstate_r1&mcLanding` in condition in `ActorAnimation` (@MAYLAYSHEZ)
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- Rewritten CRC32 without Boost (@ForserX)
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- Rewritten renders iterator (@Drombeys, @Hozar2002)
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- Rewritten timers (@mortany, @ForserX)
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- Set special function for terminate (@MAYLAYSHEZ)
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- Set special function for termination (@MAYLAYSHEZ)
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### Graphics (renders, shaders)
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- Fixed fog displaying on static lighting (@Hozar2002)
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- Fixed fog display on static lighting (@Hozar2002)
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- Fixed incorrect including of header files in renders projects (@Drombeys)
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### Common
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- Enabled assets packing (@acidicMercury8)
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- Incompletely integrated DirectXMesh (@Drombeys)
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- Implemented a partial DirectXMesh integration (@Drombeys)
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- Replaced `dxerr` with Windows SDK analog (@Drombeys)
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- Replaced `stricmp` with POSIX analog (@Drombeys)
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- Simplified `get-dependencies` script launching (@acidicMercury8)
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- Implemented light accounting for water foam (@Drombeys, @Hozar2002)
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- Implemented skyblend accumulation for sunshafts (@Drombeys)
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- Increased range of near cascade (@Drombeys)
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- Overrided entry point in 3D Fluid shaders (@Drombeys)
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- Overrode entry point in 3D Fluid shaders (@Drombeys)
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- Deleted `DEF_*` and `DEFINE_*` macroses from STL extensions (@Drombeys)
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- Fixed dialog window of level changer (@Drombeys)
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- Partially replaced STL extension aliases with `using` analogs (@Drombeys)
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- Implemented a partial replacement of STL extension aliases with `using` analogs (@Drombeys)
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- Placed `clear_and_reserve()` method of `xr_vector<T>` class in a separate functionclear_and_reserve (@acidicMercury8)
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- Replaced custom `xr_deque<T>` and `xr_vector<T>` with aliases of `std::deque<T>` and `std::vector<T>` (@acidicMercury8)
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- Implemented a partial DirectXTex integration (@acidicMercury8)
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## Release 0.1 (March 2021)
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CONTRIBUTORS.md

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- nuclearfag
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- Baryshev194
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- Oswald
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- MiX225
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- Romann
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- IX-Ray Testers:
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- Kystman

README.md

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<a href="./LICENSE.md">
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<img src="https://img.shields.io/badge/License-Non--commercial-red.svg" alt="License" />
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</a>
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<a href="https://github.com/ixray-team/ixray-1.6-stcop/releases/tag/r1.0">
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<a href="https://github.com/ixray-team/ixray-1.6-stcop/releases/tag/r1.1">
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<img src="https://img.shields.io/github/v/release/ixray-team/ixray-1.6-stcop?include_prereleases&label=Release" alt="Latest release" />
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<a href="https://github.com/ixray-team/ixray-1.6-stcop/releases">
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- OS: __Windows 7 SP1__ with installed [Platform Update](https://msdn.microsoft.com/en-us/library/windows/desktop/jj863687.aspx) or newer
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- CPU: Supports __SSE2__ and newer instructions
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- RAM: 6 GB
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- RAM: 4 GB
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- GPU: Support for __Shader Model 3.0__ or newer
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- GPU VRAM: 512 MB
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- DirectX: __9.0с__ or newer
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- [OpenAL Driver](https://www.openal.org/downloads/)
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- [Visual C++ Redistributable](https://www.microsoft.com/en-gb/download/details.aspx?id=48145)
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- [DirectX End-User Runtime](https://www.microsoft.com/en-us/download/details.aspx?id=35)
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- Install original game from Steam or GOG
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- Delete in main folder of the game: `bin`, `gamedata` (if exists)
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- Unpack archive to main folder of the game

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