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Releases: SaiyansKing/GD3D11

v17.8-dev17

15 Sep 13:04
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v17.8-dev17 Pre-release
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  • Fix rain effect (29af87c)
  • Simd optimize quantization (4046b4e)
  • Fix some effects alignment to camera (16cb8f4)
  • VisualFX draw distance, from 10 to 30 (max) (0455b25 b836645)
  • Add possiblity to set npc draw distance (only draw distance, the distance at which npcs are loaded needs to be changed in systempack.ini) (73a28fb)

v17.8-dev16

08 Sep 14:30
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v17.8-dev16 Pre-release
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  • Fix zCModel::GetHomeVob function (d783fec)
  • Disable for now marking texture materials as portals (0a8b6d5)
  • Rework particle effect shader (786a957)
  • Add software skinning for particle effects that are based on zCModel (2ee175c)
  • Fix rain effect (29af87c)

v17.8-dev15

14 Dec 12:05
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v17.8-dev15 Pre-release
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  • A fix to rendering "portals" (e.g. Dark Forest in G1, enabled via CTRL+F11) (095ebcb)
  • Video-Data is preinitialized with black pixels to avoid some problems with bink library (2400a1f)
  • Clamping of FPS values, so that it's easier to target common values (30, 60, 75, 90, 100, 120, 144) (bbd0847)
  • Remove limitation for drawing only triangle fans in DrawPrimitive method (8c73b7d)
  • Fix rendering special materials(like portals) in shadow maps (ee7f23e)

v17.8-dev14

05 Oct 18:20
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v17.8-dev14 Pre-release
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  • Update assimp library (#121)
  • Fix deleted materials memory leak (ce7be3d)
  • Fix font rendering making zCView drawcalls invalid (2435f19)
  • Decode video frame on gpu via pixel shader (a00243e)

v17.8-dev13

29 Aug 19:34
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v17.8-dev13 Pre-release
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v17.8-dev12

03 Jul 18:48
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v17.8-dev12 Pre-release
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  • Fix hooking zCActiveSndAutoCalcObstruction (043729c)
  • Change 32bit textures format from RGBA to BGRA (if you are using TTF plugin please update it to the newest version) (81687e6 c1aa56f)
  • Add new option fog range (784b9c0)
  • Fix memory leak with unique meshlib for NPCs (391dbdb)
  • Fix saving thumbnails from BGRA texture format (b417b0a)

v17.8-dev11

14 Mar 15:57
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v17.8-dev11 Pre-release
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v17.8-dev10

26 Jan 17:44
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v17.8-dev10 Pre-release
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  • Fix potential crash when deleting polyStrip visuals (2756f83)
  • Fix potential crash in D3D11GraphicsEngine::DrawString (e1af016)
  • Fix loading commandlines when UserSettings.ini doesn't exist (7bd686d)
  • Save StretchWindow variable for different window modes (542b9a7)
  • Use C++17 std::filesystem for some file operations (7a4acff)
  • Use C++17 range-based loops (ebff49b)
  • Update detours (2f458cf)

v17.8-dev9

20 Dec 05:02
3560d7d
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v17.8-dev9 Pre-release
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  • Fix foam on waterfalls (a64abdd)
  • Water shader will now darken / lighten with day / night cycle (2a88781)
  • Add possibility to scale fonts by using function "UpdateCustomFontMultiplier" (7a6e1b2 247ed77)
  • Read ShadowAOStrength and WorldAOStrength from INI (15170cc)
  • Write ShadowAOStrength and WorldAOStrength to INI (2722d5a)
  • Fix loading 16bit textures (fb7d631)
  • Remove half-pixel offset from shaders (4d16252)
  • Rewrited Animated_Inventory SystemPack option (7d7116b)
  • Fix texture sampler for UI (4a99dfb)
  • Fix sun jump on the sky at 12:00 (fc362df)
  • Synchronize skytime when atmosphere scattering is disabled (a91e463)
  • Add font rendering support for Gothic I (adb5caa)
  • Change default settings (enable font rendering and disable normalmaps) (adb5caa)

v17.8-dev8

22 Jun 12:00
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v17.8-dev8 Pre-release
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Fix skeletal mesh vobs memory leak (e.g. when saving game) (TODO: disappearance of NPC's ingame)

  • Disable bugged "BinkSetVolume" in the new Bink Player

Information to AMD Radeon users:
Due to some weird driver bug in the newest drivers the water can't be rendered properly(it is either synchronization issue or something from water shader that the new driver doesn't like). For some users helped adding DXVK beside GD3D11 so it looks like the only fix for now.