Releases: SaiyansKing/GD3D11
v17.7-dev22
-Fix hashing render states over uninitialized variables
-Fix some awful glitches in indoor locations with enabled shadows
-Remove unused calculations for some particle effects
-Force water to be rendered always when texture is available
-Change cache-in to not check for cache-out since dx7 code doesn't check for it too
-Allow Steam Overlay to properly acquire/release inputs
-Fix broken fixed-function pipeline vertex shaders
-Fix possible broken winding order when drawing HUD
-Allow to set night-only with negative timescale value
-Get rid of unneeded .bin files
-Resolve most warnings at compilation
-Ditch XCALL macro for safer and faster direct calls since they can be inlined
v17.7-dev21
-Add option to change texture quality
-Add option to change color backbuffer format to one that use less bandwidth so it can reduce vram usage while compromising image fidelity.
-Make every mesh use the same CW order so that we don't need to do aby unnecessary state change
-Use reverse depth buffer to fix most z-fighting issues we are facing
-Optimize post-processing pipeline and theirs shaders
-Use 16bit depth buffers for shadowmaps since they don't require full precision
-Disable painting that zengine might be doing - it fixes the black screen issue in G1 when using advanced settings
-Enable model scaling in G1
-Improve dxgi discrete gpu detection.
-Confine mouse cursor inside Gothic window when it's active - when having dual monitor setup it was possible to lose focus on Gothic window when using mouse
-Fix ghost's facial animation glitch
-Fix possible zengine integer overflow crash at game startup
-Setup working directory at game startup so that GD3D11 settings can be loaded correctly when launching game through steam
-Add Polish translation to the settings for Polish players
-Use BGRA format for swapchain since device is created with BGRA support and it'll be transitioned to BGRA anyway
-Reduce render state changes even more
-Remove texture precaching for PolyStrip's because GetAniTexture will precache them anyway
-Fix mobs having wrong texture in some rare casses.
-SystemPack Animated_Inventory workaround fix in G1
-Potential fix for rendering invalid items from "DynamicallyAddedVobs" in G1
-Enable model scaling by fatness value in G1
-Fix fog getting denser the more deep underground we go
-Fix zSTRING memory leak
-Improve skeletal mesh normals by using OpenGothic project algorithm
-Remove fatness limitations
-Reduce memory allocations when loading visuals
-Allow using MDS/ASC models as inventory objects/model attachments since some mods use them
-Fix foam on waterfalls in G1