Releases: kirides/GD3D11
Releases · kirides/GD3D11
v17.7-dev19-fix2 - Merged changes from SaiyansKings fork, fixes issues from dev19
Pre-release
Merged @SaiyansKing 's fixes
- df0e056
- Fix BindActivePixelShader and BindActiveVertexShader functions
- Reset saved Engine Render States every frame to make sure HUD will be drawn correctly
- Precache PolyStrip textures
- Fix inversed normals for geometry drawn by skeletal mesh node attachments so light/shadows casted on them won't be broken
- Fix TouchPfx for gothic 1 that was crashing due to broken OBJ_s_pfxList address
- cffcad9
- Reset saved Engine Bound Textures every frame to make sure HUD will be drawn correctly
- Fix decals and particles disappearing in some specific casses
EDIT This release is actually based on f329553
v17.7-dev19-fix1 - Reverted a problematic commit
- reverted
Code Cleanup & Fixes
eb3ad3a as it lead to some issues with PFX (and probably more)
v17.7-dev19 - "huge" update - fixes ground-water textures and transparent NPCs
Pre-release
All thanks to the work of @SaiyansKing, who implemented a bunch of stuff:
- a4c8e16
- Fix wrong materials after level change (e.g. water textures on walls and ground)
- improved GPU Memory usage
- 5ab1557
- fix disappearing water in some cases (e.g. Jharkendar ocean suddenly missing)
- 3895d53
- optimized rendering of skeletal vobs (e.g. NPCs)
- fcb7b71
- properly render "ghosts" with transparency
- eb3ad3a
- fix disappearing chapter screen
- fix broken render states in some circumstances
- added "support" for G1 Sequel (currently no release)
v17.7-dev18 - Disable Interactions if (CTRL+)F11 menu is open, ...
- Better (ctrl+)F11 menu handling (@Sabr0sa)
- some code cleanup (@Sabr0sa)
- Get font scaling from swim bar as soon as possible and memorize it until closing. (hopefully fixes issues if something changes bar-size at runtime)
- introduced configuration option for 20fps lock when window is inactive
UserSettings.ini
[General]
EnableInactiveFpsLock=1
v17.7-dev17 - implemented zCRndD3D::Drawline, and more
Added
- addition
_avx
-builds. These can perform better if you have a more recent CPU (See: https://de.wikipedia.org/wiki/Advanced_Vector_Extensions)- Intel: Sandy Bridge, Ivy Bridge, ...
- AMD: Bulldozer, Piledriver, Steamroller, Jaguar, Zen, Zen 2, ...
- increased night brightness
- implemented
zCRndD3D::Drawline
(used by Item Locator patch)- flickers a lot in G2. There is some difference somewhere deep down in the code that causes flickering. Probably also the cause for flickering shadows on trees, etc.
- works fine in G1
- @KEKS1:
- a lot changes regarding ComPtr's and other cleanup work
- reverted a lot of
...Est(...)
functions, as they led to flickering
v17.7-dev16 - includes optional optimized font rendering
- Shadows are now only updated every x-sun move. This makes their edges not flicker/flicker a lot less, but makes them "jump" every now and then. (UserSettings.Ini ->
[Shadows]
->SmoothCameraUpdate=1
, default: ON) - includes optional optimized font rendering. This can help in GMP and mods with many many displayed texts (UserSettings.Ini ->
[FontRendering]
->Enable=1
, default OFF) - better compatibility (hopefully) now ships with an even "older" version of d3dcompiler_47.dll (same versioned one as Steam comes with)
- a BUNCH of codechanges from @KEKS1. This might improve memory usage in long sessions
v17.7-dev15-fix2 | Fix incorrect WorldShadowRangeScale on loading
fixes #24
v17.7-dev15-fix1 | Deployment fix - d3dcompiler_47.dll is now correctly deployed as x86
Pre-release
fixes #25
v17.7-dev15 - Downgrade DirectXMath, shadows update less often
- Latest DirectXMath is suspected to lead to rounding issues which make shadows not render correctly in some places at night (Returning 2.0 AB)
- Implemented throttled shadow-angle update. This reduced shimmering edges to basically none, but also makes shadows only update less often (depending on sun speed)
v17.7-dev14-fix3 | Implemented zCRndD3D::DrawLineZ
Implemented zCRndD3D::DrawLineZ
This means, it is now possible to use the "toggle waynet" command, and methods that rely on drawing lines using the Gothic Engine.