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CHANGELOG
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CHANGELOG
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= Arx Libertatis 1.3 (TBD) =
Modding:
* Added support for level numbers above 27
* Added support for script event parameters above 3 (e.g. ^$param4)
################################################################################
= Arx Libertatis 1.2 "Mega Mega Mega" (2021-07-13) =
Gameplay:
* Added an alternate, less strict rune recognition algorithm (enabled by default) (feature request #289, #653)
* Made rune recognition less dependent on framerate (bug #856)
* Added an alternate bow aim mode
* Added gravity to arrows unless fully charged
* Fixed weapon durability degrading faster at higher framerates (bug #790)
* Fixed poison and magic resistance bonus from equipment and cheats being ignored in some cases
* Fixed player ascending infinitely when attacked while levitating (bug #640)
* Fixed Slow down (Rhaa Rune (decrease)Movis Rune (movement)) spell affecting user interface and input and improve player movement while it is active (bug #534)
* Fixed hunger dropping below 0% when overeating (bug #132, fix is also applied when loading save files)
* Higher caster level now makes the Curse (Rhaa Rune (decrease)Stregum Rune (magic)Vitae Rune (life)) spell more effective against NPC Damages, Armor Class and Damage Absorption instead of less effective
* Calculated Armor Class, Magic Resistance, Poison Resistance and Damages stats now include attribute and skill modifiers from items and spells (bug #322)
* The Critical Hit chance now includes item and cheat modifiers
* The Negate magic (Nhi Rune (remove)Stregum Rune (magic)Spacium Rune (field)) spell and effect now correctly follows the target
* Fixed player not receiving experience for kills by summoned creatures
* Fixed selection of replacement weapon when the equipped one breaks to select one that is similarly powerful
* Fixed maximum player Health and Mana ignoring attribute modifiers from items and spells while the MAX or MAR cheats are active
* Fixed Akbaa not attacking the player after using his tentacle attack twice (bug #584)
* Fixed spells without mana drain using the mana drain from previous spells
* Fixed Confuse (Rhaa Rune (decrease)Vista Rune (vision)) spell ending immediately (bug #615)
Graphics:
* Windows: In multi-GPU setups (Optimus/PowerXpress) the more powerful GPU is now used by default
* Added a configurable FPS limit independent of vsync, defaulting to the display refresh rate
* Added a field of view setting (feature request #404)
* Re-added a fullscreen gamma option (feature request #254)
* Added support for fullscreen modes with different refresh rates
* Added anti-aliasing to alpha cutouts (color key anti-aliasing, alpha to coverage and sample shading
* Added an option to disable anisotropic filtering (feature request #96)
* Added options to disable view bobbing and camera shake (feature request #405)
* Fixed missing blob shadows under dragged entities
* Fixed wrongly displayed light flare when dragging a torch (bug #783)
* Fixed water and lava not being animated while the night vision spell is active (bug #1053)
* Fixed scaling of flares around lights with higher resolutions
* Fixed light flares showing through scene geometry or disappearing when the light is still visible (bug #120)
* Fixed light flares showing through non-interactive entities (e.g. doors that are opening or closing)
* Fixed light flares being drawn in front interface elements including notes (bug #1145)
* Fixed light flares being disabled when the player book is open
* Fixed flashes, flares and other effects appearing in front of the cinematic border
* Fixed missing dynamic lighting for far away scene geometry (bug #1213)
* Fixed amount of sparks, flame and smoke particles depending on the framerate
* Fixed cinematic light flicker depending on the framerate
* Fixed VSync setting not being applied until the game is restarted
* Fixed water and lava animation overlay (bug #512)
* Fixed map rendering glitches with buggy OpenGL drivers (bug #539)
* Fixed Negate magic (Nhi Rune (remove)Stregum Rune (magic)Spacium Rune (field)) and Trap (Aam Rune (create)Morte Rune (death)Cosum Rune (object)) spell effects not rotating
* Fixed overzealous entity culling (bug #588)
* Fixed weapons and equipment always being drawn in front of the player hands and arms
* Fixed player hands clipping with walls in first person view
* Fixed arrow object rotation not matching direction
* Fixed missing arrow trails (bug #538) and improved the effect (also used in the Speed (Mega Rune (increase)Movis Rune (movement)) spell)
* Fixed NPC animations not playing when close to the player (bug #270)
* Fixed missing aura when a protection spell ended before a Lower armor (Rhaa Rune (decrease)Kaom Rune (protection)) on the same target
* Fixed Ylside blow up effect only disappearing when looking at it (bug #122)
* Fixed lighting only being updated every other frame (bug #75)
* Increased depth buffer from 16 bits minimum to 24 bits to prevent Z-fighting (bug #759)
* Linux: Fixed missing anti-aliasing for some drivers
Interface:
* Added options to scale the player book, HUD and cursor with larger resolutions (feature request #391, #996)
* Added an option to limit speech width on wide screens (enabled by default)
* Fixed scaling and positioning of magic flares when casting with higher resolutions (bug #535)
* Fixed scaling of cinematics with higher and wide resolutions
* Add an option to letterbox or fade out cinematics with wide resolutions (fade by default)
* Fixed player book and minimap being stretched with wide resolutions (bug #211)
* Fixed minimap texture filtering changing when hovering map markers (bug #570)
* Added anti-aliasing to HUD element borders (even without MSAA)
* Improved quest book text layout
* Added options to control the in-game font size and weight
* Increased default font weight for text in the player book and notes to improve readability
* Improved shop inventory sorting
* Added crosshair when aiming with a fully charged bow
* Sorting the inventory now never drops items to the ground
* Fixed missing quest book background when there are no quest entries (bug #1021)
* Fixed wrong items being highlighted when in combine mode (bug #121)
* Add missing item halo when combining items
* Fixed item halo being displayed in front of dragged items
* Fixed too small font size at resolutions slightly above 640x480
* Fixed rendering of runes in the player book
* Removed light affecting the world when clicking on runes in the book
* Tweaked how spell/stealth/equipment/torch icons move when opening the inventory
* Fixed purse halo not showing when selling certain items
* Fixed health and mana gauges not being hidden during the death animation (bug #806)
* Fixed position of number in cursor when distributing skill points
* Fixed level transition icons on the map not being displayed correctly (bug #782)
* The player book is now closed when returning to mouse look mode (bug #143)
* Fixed missing characters after forced line breaks in text (bug #718)
Controls:
* Added raw mouse input support and an option to control mouse acceleration
* Fixed border turning (bug #255) and added an option to disable it
* The "Resume game" menu entry and quickload (F9) now load the last save if no game is running (feature request #45)
* Added a keyboard shortcut for drinking cure poison potions (not bound by default)
* Added a keyboard shortcut to enter level transitions (feature request #105)
* Add an auto ready weapon mode that only triggers on enemies
* Player book and notes can now be closed using Escape (feature request #409)
* Improved item drag and drop behavior
* Improved drag threshold to make it less likely to accidentally drag an item when Shift+clicking it (bug #1225)
* Fixed being able to exceed item stack size limits in some cases (bug #1111)
* Added the ability to drop stacks of items to the floor or throw them (feature request #36)
* Added the ability to pick up stacks of items outside inventories while holding shift (stealth mode shortcut)
* Items can now be dragged across saves and level transitions
* Fixed rotation of dragged and thrown entities (bug #591)
* Fixed invert mouse setting affecting turning via keyboard or screen borders
* Fixed double-click only working for the first slot in the Action binding (bug #795)
* Mouse grab now released during cutscenes, conversations and cinematics
* Fixed mouse not always being centered when exiting mouse look mode
* Mouse look mode is now cancelled on focus loss to prevent the cursor being continuously warped to the window center
Audio:
* Added an option to enable OpenAL Soft's virtual surround (HRTF) support (enabled automatically when using headphones)
* Re-added environmental audio effects (reverb) using OpenAL EFX (the game uses only one relatively neutral environment)
* Added a config option to select the audio device (feature request #379)
* Restored more spell sounds and fixed spell sound positions
* The Harm (Rhaa Rune (decrease)Vitae Rune (life)), Ignite (Aam Rune (create)Yok Rune (fire)) and Douse (Nhi Rune (remove)Yok Rune (fire)) sound effects now correctly follow the caster/target (bug #740)
* Added an option to mute audio when the window is not focused
* Fixed duplicated page turn sound when clicking top tabs in the player book (bug #1125)
* Fixed casting sound being played on level load when restoring persistent fields of protection
* Fixed bare handed entity hit sound being repeated each frame
* Fixed sound position when dousing torches
* Added missing panning for ambient sounds
* Audio listener orientation now uses the camera pitch (only noticeable with HRTF)
* Fixed audio suddenly cutting off when getting too far from sources
Menu:
* Added text and audio language options (available languages depend on your Arx Fatalis version)
* Added German, Italian, Russian and Spanish localization of new menu strings (feature request #1006)
* Improved customize controls menu:
* Overwriting bindings no longer moves the old key (bug #717)
* Key bindings can now be removed using the escape key (feature request #408)
* Displayed key names now use the current keyboard layout
* Fixed removing duplicated key assignments
* Fixed being locked out of the config menu when binding the 'toggle fullscreen' action to the left mouse button (bug #1136)
* Fixed UI not updating properly when changing key bindings (bug #717)
* Sliders and option widgets can now be controlled using the mouse wheel or by clicking at the desired position
* Fixed checkbox mouseover area (bug #528)
* Fixed disappearing menu textures after resizing the window (bug #275)
* Fixed slow cursor animation and shorter cursor trail with higher framerates
* Increased the save thumbnail size
* Added support for Unicode save names (feature request #1032)
* Improved editing support in the save name textbox, including copy & paste support
* Improved date/time display in the save list
* Added additional highlighting and improved positioning to the credits
* Added the libraries and tools used for the build to the credits
* Added support for scrolling the credits using the mouse wheel or keyboard
* Fixed credits scroll position changing on window size changes
Windowing:
* Switched to SDL 2 for windowing and input (task #506) - SDL 1 backend will be removed in the next version
* No longer grabs all keys when fullscreen (with SDL2)
* The default ("Desktop") resolution now selects fullscreen windowed mode (with SDL2) (feature request #300, #449)
* Added an option not to minimize the fullscreen window on Alt+TAB (feature request #814)
* Added a new high-resolution icon
* Screen saver is no longer inhibited while in the menu in windowed mode
* Windows: Disabled OS-level DPI scaling (bug #706)
* Windows: Fixed missing window icon
* Linux: Translated the .desktop file to Italian and Spanish
* macOS: Handle Command + Q shortcut to close the window
Modding:
* Added support for loading uncompressed FTL files
* Added a blender plugin for FTL files
* Added support for extending localization strings in mods
* Added a ^camera system variable returning the active camera
* Added a ^dragged system variable returning the item being dragged
* Added the ^angle* and ^view* system system variables returning the rotation of the player or another entity
* Fixed ^gamedays system variable to give the number of days since the playthrough start instead of the the number of 10-days
* Added the -o flag to the spellcast script command to orphan the spell after being cast
* Added library and python wrapper for decompressing FTL files
Debugging:
* Added a script console (feature request #356)
* Added more debug views and made the key binding configurable (feature request #1500)
* Added --skiplogo, --loadlevel, --loadslot and --loadsave command-line option to skip startup logos or load a level or save file on startup
* Added support for loading save files by drag & drop
* Added ability to rename saves to arxsavetool
* Added a --benchmark command-line option
* Added a --override-gl command-line option and extension_overrides setting to control used OpenGL extensions
* Changed to OpenGL debug context and enabled ARB_debug_output for debug builds or with the --debug-gl option
* Added a config option for the vertex streaming buffer size
Tools:
* Added support to arxunpak to extract all resources as seen by the game (default when no arguments are given)
* Added support to arxunpak to create resource manifests with checksums
* arxunpak now handles non-ASCII characters in filenames
* Unix: Added support for different French and Russian Arx Fatalis CD versions to the data install script
* Unix: Added support for different localized demo versions to the data install script
* Unix: Fixed support for copying non-English data files from Steam installs in the data install script (bug #829)
Performance:
* A lot of code cleanup and various performance tweaks
* Reduced number of redundant OpenGL state changes
* Improved vertex upload, now uses persistently mapped buffers when available
* MSAA is now disabled for interface draw calls where it does not make a difference
* Optimized particle effect rendering
* Changed blood rendering to only need one draw command per particle
* Disabled denormalized floating point numbers on x86 and ARM for better performance
* Added a performance profiling tool
* Changed magic missile spell to only use one sound source instead of one per missile
* Improved CPU usage when the window is minimized
* Improved pathfinding performance, especially when the target is unreachable (bug #652)
* Windows: The OpenGL context is no longer re-initialized on resolution changes
* Unix: Enabled -ffast-math in release builds (was already enabled for MSVC)
Other Fixes:
* Significantly improved the item-world collision test: thrown or dropped items should no longer get stuck in walls, hover above the ground or fall through the ground or walls (bug #50, #556, #956)
* Fixed screenshot shortcut (F10) always overriding the same file
* Fixed potential resource leaks
* Fixed direction of player speech outside cutscenes
* Save files now correctly store game time for playthroughs longer than 1193 hours (AL 1.1.x and older as well as AF 1.21 simply ignore the additional data)
* Fixed inconsistent state (weapon equipped while not in combat mode) when loading a save that was created while in combat mode
* Fixed persistent arrow trails if arrows get outside the world
* Fixed game time not being reset to 0 when starting a new playthrough after having an old one loaded
* Fixed ^sender script variable possibly changing during script execution
* Fixed a buffer overflow when saving with very long script variables
* Fixed missing black bars in a cutscene in the castle of Arx (bug #1014)
* Fixed Akbaa tentacle not being hidden when it is supposed to be in the Ylside bunker
* Fixed crashes with item stack sizes or player gold amounts above 999999
* Fixed wrat teleport breaking when saving and loading during the teleport
* Fixed inconsistent weapon attachment when saving while in combat mode (bug #581)
* Fixed getting stuck in a cutscene in level 5 (bug #1293)
* Made saving more robust against unexpected filesystem errors (bug #439) or other programs opening the save file (bug #1218)
* Improved handling of corrupted inventories in save files (bug #1445)
* Fixed initial player position when starting a new game after already having loaded an existing game (bug #140)
* Fixed minimap reveal status not being reset when starting a new game (bug #1349)
* Fixed script variables not getting cleared on new game
* Fixed an error when a resource file size changed after the game start
* Fixed various crashes:
* Fixed a crash when loading saves with more than 1500 entities in a single level (bug #375)
* Fixed a crash when the entity whose inventory is open is destroyed (bug #843)
* Fixed a crash when the caster or target of a spell is destroyed (bug #951)
* Fixed a crash when the entity selected for combining is destroyed (bug #452)
* Fixed a lockup when throwing items at certain objects
* Fixed problems when loading save files with bugged entity positions (bug #894, #995)
* Fixed asserts with very high player stats not obtainable during normal gameplay (bug #942)
Technical Changes:
* Fixed build with CMake 3.5.0 or newer
* Fixed Windows XP support with newer MSVC versions
* New dependency: GLM 0.9.5.0 or newer
* macOS: New dependency: iconutil (from Xcode) or icnsutil for building the .icns icon
* New crash reporter dependency: WinHTTP / libcurl 7.20.0 or newer
* Dropped support for CMake < 2.8.3
* Dropped support for Boost < 1.48
* Dropped support for Qt < 4.7
* Added support for using libepoxy instead of GLEW to load OpenGL functions
* The unity build is now enabled by default
* No longer stores deleted entities in save files if not needed
* Added SDL 2 fall-back for error dialogs
* Cleaned up missing data files error dialog, ask before running arx-install-data
* Added support for statically linking Freetype and ZLIB
* Color output is no longer enabled if $NO_COLOR is set or if $TERM is unset or set to "dumb"
* Added support for setting a runtime libexec search dir different from the install path
* Added support for the ARX_PATH environment variable under Windows
* Added support for storing .pak and loose files in a data subdirectory
* Added support for loading data files relative to the executable
* Added support for configuring additional data search paths
* There is now a dialog on crash and the crash report is prepared even if the Qt-based reporter is not available
* Fixed build on newer macOS versions
* Save files now track which playthrough they belong to (not used in the UI yet)
* The arx binary now displays a graphical error dialog when passed bad command-line arguments
* Changed passwall cheat to bypass culling
* Removed the need for a custom vertex shader
* Added support for using OpenGL ES-CM 1.x when desktop OpenGL is not available
* Add a script warning when a command is missing parameters
* The Gold linker is used and link time optimizations are now enabled automatically when building from source
* Enabled address randomization for the main executable in MSVC builds
* Made .pak loading case-insensitive on all platforms
* Windows: Added support for statically linking Qt in the crash reporter
* Windows: Support using a 32-bit crash reporter for a 64-bit arx process
* Windows: Added Unicode filesystem support (feature request #786)
Removed Features:
* DirectX backends (Direct3D, DirectSound, DirectInput)
* Video bit depth option
* Support for loading uncooked objects (.teo) and scenes (.scn)
* Removed link_mouse_look_to_use config option
* Removed the unused killme script command
* Removed the unused stack, code, rgb and sub-commands from the zoneparam script command
* Remove stubbed-out -a flag from the set script command
################################################################################
= Arx Libertatis 1.1.2 (2013-10-17) =
* Fixed a crash when hovering over map markers after the window was resized (bug #547)
################################################################################
= Arx Libertatis 1.1.1 (2013-07-17) =
* Fixed map marker labels not being saved
################################################################################
= Arx Libertatis 1.1 "Rhaa Movis" (2013-07-14) =
New Features:
* Added support for multiple simultaneous data directories
* The --data-dir (-d) command-line option can now be repeated to add multiple
data directories
* Added a --no-data-dir (-n) command-line option to disable system data
directories
* Improved error messages for missing data files
* Added an error dialog if the user directory could not be created
* Enabled up to 8xMSAA (if supported) with the SDL/OpenGL backend (was: 4xMSAA)
* Ensured that we never request a window size or fullscreen resolution
below 640x480
* Linux: Merged the data install script and set it to be installed it with
the arx binary
* Linux: Added a GUI to the data install script and launch it automatically
if needed - you no longer need to use the terminal to install the game data
under Linux!
* Linux: Added support for bundled Arx Fatalis versions to the data install
script (bug #348)
* Linux: Translated the .desktop file to French, German and Russian
* Restored some unused spell sounds
* Tweaked color of the Protection from fire aura to make it visually different
from the aura of the Armor spell
* Windows: Changed default input/windowing/render backends to SDL+OpenGL
DirectX backends may be removed in a future version
Fixed Bugs:
* Fixed Am Shaegar accelerating too much during slow frames (bug #185)
* Increased jump distance to fix some jumps that have become frustratingly hard
(bug #413)
* Replaced DevIL with stb_image for image loading (task #352)
* Fixed a script evaluation bug when looking up Entity-dependent special
variables
* Fixed a crash when evaluating script variables
* Fixed a crash caused by entities without an attached 3D object (bug #434)
* Fixed a crash in the playanim script command (bug #383)
* Fixed a crash when rendering text ending with two newlines
* Fixed a crash caused by bad window sizes or font loading / texture creation
problems (bug #444)
* Windows: Fixed crashes and missing sounds due to bad OpenAL implementations
by bundling OpenAL Soft (task #435)
* Linux: Fixed improper handling of set-but-empty $XDG_* variables
* Merged remaining fixes from Nuky's arx-fatalis-fixed: (task #276)
** Tweaked portrait render zone in the new game screen
** Fade out rune symbol flares when switching away from the spell page
(Issue 13)
** Fixed detected NPCs from the current level showing up on all level maps in
the book (Issue 12)
* Fixed missing page turn sound when switching between book pages via hotkeys
(F1-F4)
* Fixed being able to switch to the spell page via prev/next hotkeys before
getting any runes
* Fixed minimap showing a smaller area on higher resolutions (bug #64)
* Adjusted the RAF cheat to no longer limit the player's caster level to 1
* Fixed Protection from fire spell not respecting the durations supplied by
scripts
* Changed the default duration for Protection from fire and Protection from cold
spells cast by NPCs from over 30 minutes to 20 seconds
* Fixed handling of bogus targets in the spellcast script command
* Turning off the Detect trap spell no longer turns off Night vision
Technical Changes:
* A *lot* of code cleanup
* Removed dependency on Boost.Program_options - Boost is now only needed at
build-time. We tried to keep the same command-line argument syntax but there
might be slight changes in corner cases. (task #353)
* Changed to always create a user/config directory in the user's home
directory unless explicitly changed with the --user-dir and/or --config-dir
options or registry keys. Previously, if no data and user directories were
found, the current working directory was used as the user directory.
* Linux: Added /opt as a system data directory prefix (besides $XDG_DATA_DIRS)
* Linux: Added arx as a system data directory suffix (besides games/arx)
* Added the executable directory as a system data directory (bug #242)
* Improved handling of bad UTF-8 sequences
* Made the text handling code architecture-independent
* Enabled C++11 mode for GNU-compatible compilers, if supported
* Added CMake options to control the custom compiler flags used
* macOS: Fixed some build issues (YMMV)
* Fixed build with the Intel C++ compiler
* Fixed build with some MinGW32 distributions
* Fixed debug build with libc++
* Fixed build with CMake 2.8.10
* Fixed build with MS Visual Studio 2012
* Added support for building the crash reporter with Qt 5
* Aligned and tweaked log output
################################################################################
= Arx Libertatis 1.0.3 (2012-07-31) =
* Fixed crashes on startup after selecting the OpenGL renderer on Windows
(crash report #290)
* Fixed crashes after Alt+TAB-ing out of fullscreen mode on Windows
(crash report #274)
* Added support for graphics cards and drivers that don't support alpha-only
textures to the Direct3D renderer (bug #331)
* Fixed low mouse sensitivity with the DirectInput backend (bug #334)
* Fixed some effects shining though walls while casting (bug #278)
* Fixed missing speech in cinematics for the Russian and Italian versions
(bug #335)
* Fixed missing ambient sound effects (bug #341)
* Fixed the offset for the halo rendered around some equipped rings
* Improved the .ini parser to deal with broken syntax in the Japanese and
Russian localization files
* Include attribute modifiers when calculating the effective object knowledge
and projectile skills (bug #302)
* Savegames can now be deleted from the save and load menus
################################################################################
= Arx Libertatis 1.0.2 (2012-06-14) =
* Fixed problems with the unity build under Linux (crash reports #243, #245)
* Fixed crashes and disappearing items when sorting the inventory
* Crafting now always adds items to an existing stack if there is one
(feature request #109)
* Inventory sorting now works on all bags at once
* Fixed a script execution error when changing the heartbeat event while
executing the heartbeat event
* Fixed compile errors with older Qt and SDL versions
* Fixed crashes due to random numbers, mostly occurring on Windows
(crash report #258)
* Fixed a bug in loading the Spanish localization files (bug #259)
* Fixed transparent objects being drawn in front of opaque objects when a
book/note is open (bug #252)
* Fixed a regression from the original game that made the player super stealthy
(bug #262)
* Fixed a regression in the script timer code (crash report #251)
* Fixed label for the 'Full screen' checkbox not being shown in the German
version
* Fixed cursor position not aligning with absolute input devices (e.g. tablets)
in fullscreen mode (bug #269)
* Mouse sensitivity setting now only applies to turning the camera, not to
cursor movement
################################################################################
= Arx Libertatis 1.0.1 (2012-04-22) =
* Fixed garbled text rendering in the Russian version (bug #226)
* Fixed a crash in the critical error dialog on some Linux systems
(crash report #229)
* Loading files from the 'graph' and 'misc' directories is now case-insensitive
* Switched to D3D and DInput backends by default on Windows
################################################################################
= Arx Libertatis 1.0 "Bloody Gobblers!" (2012-04-19) =
New Features:
* Cross-platform support: Windows, Linux and possibly other UNIX-likes
* Configurable windowing + renderer, input and audio backends
* Save game list is sorted so that latest save is at the top
* Configurable number of quicksave slots
* Shortcut to toggle windowed and fullscreen mode (default is Alt+Enter)
* Video config menu displays the aspect ratio along with resolutions
* Separated window size and fullscreen resolution
* Added an "automatic" fullscreen resolution setting that always chooses the
highest available one
* Support for system-wide installation and per-user configuration / savegames
(follows the XDG Base Directory Specification under linux)
* Ported to amd64 architecture
* A single binary can automatically run the demo or full game data
* Automatic language detection for the data files
* Added a crash reporter tool
* Added tools to extract .pak and savegame files
Fixed Bugs:
* Fixed aspect ratio for interface elements when using non 5:4-resolutions
(some are still stretched)
* Fixed various crashes
* Improved level loading speed by limiting the progress bar update rate
Technical Changes:
* Ported text rendering from Windows GDI to FreeType
* Removed dependency on the proprietary PKWARE implode library
** This required changing the savegame format - saves produced by
Arx Libertatis cannot be read by the original Arx Fatalis, but
Arx Libertatis can still read the original save files.
* Abstracted windowing framework, with SDL and Win32 implementations
* Abstracted audio backend, with OpenAL and DirectSound 9 implementations
* Abstracted input backend, with SDL and DirectInput 8 implementations
* Abstracted renderer backend, with OpenGL and Direct3D 9 implementations
* Replaced custom image loading/saving code with DevIL
* Various code cleanup and performance improvements
Removed Features:
* Editor mode (will be re-added)
* Texture size option (will be re-added)
* "Bump mapping" (proper bump/normal mapping will be re-added)
* PNUX texture effect
* Support for reducing textures to 16-bit
* Non-newcontrol mode
* Gamma/brightness/contrast correction