Releases: ixray-team/ixray-1.6-stcop
Releases · ixray-team/ixray-1.6-stcop
IX-Ray 1.6 Release 1.1.1
Modernized X-Ray based on X-Ray 1.6.02
Changelog
Files
Name | System | Platform | Config | Files | ||
Game Build | Windows | x64 | Release | Engine+Assets | ||
Developer Build | Windows | x64 | Mixed | Engine+Assets | ||
Engine | Windows | x64 | Debug | Binaries | Libraries | Symbols |
Mixed | Binaries | Libraries | Symbols | |||
Release | Binaries | Libraries | ||||
Server | Windows | x64 | Debug | Binaries | Libraries | Symbols |
Mixed | Binaries | Libraries | Symbols | |||
Release | Binaries | Libraries | ||||
Utilities | Windows | x64 | Debug | Binaries | Libraries | Symbols |
Mixed | Binaries | Libraries | Symbols | |||
Release | Binaries | Libraries | ||||
Assets | Assets | |||||
Dependencies | Dependencies | |||||
Packages | Packages |
IX-Ray 1.6 Release 1.1
Modernized X-Ray based on X-Ray 1.6.02
Changelog
Files
Name | System | Platform | Config | Files | ||
Game Build | Windows | x64 | Release | Engine+Assets | ||
Developer Build | Windows | x64 | Mixed | Engine+Assets | ||
Engine | Windows | x64 | Debug | Binaries | Libraries | Symbols |
Mixed | Binaries | Libraries | Symbols | |||
Release | Binaries | Libraries | ||||
Server | Windows | x64 | Debug | Binaries | Libraries | Symbols |
Mixed | Binaries | Libraries | Symbols | |||
Release | Binaries | Libraries | ||||
Utilities | Windows | x64 | Debug | Binaries | Libraries | Symbols |
Mixed | Binaries | Libraries | Symbols | |||
Release | Binaries | Libraries | ||||
Assets | Assets | |||||
Dependencies | Dependencies | |||||
Packages | Packages |
IX-Ray 1.6 Release 1.0
Modernized X-Ray based on X-Ray 1.6.02
Changelog
Files
Name | System | Platform | Config | Files | ||
Game Build | Windows | x64 | Release | Engine+Assets | ||
Developer Build | Windows | x64 | Mixed | Engine+Assets | ||
Engine | Windows | x64 | Debug | Binaries | Libraries | Symbols |
Mixed | Binaries | Libraries | Symbols | |||
Release | Binaries | Libraries | ||||
Server | Windows | x64 | Debug | Binaries | Libraries | Symbols |
Mixed | Binaries | Libraries | Symbols | |||
Release | Binaries | Libraries | ||||
Utilities | Windows | x64 | Debug | Binaries | Libraries | Symbols |
Mixed | Binaries | Libraries | Symbols | |||
Release | Binaries | Libraries | ||||
Assets | Assets | |||||
Dependencies | Dependencies | |||||
Packages | Packages |
IX-Ray 1.6 Release 0.10
Modernized X-Ray based on X-Ray 1.6.02
Changelog
Common
- Improved CMake projects structure (@ForserX)
- Implemented changelog builder (@Drombeys)
- Published RelWithDebInfo configuration in
publish-engine
job (@Drombeys) - Disabled ImGui debug render on Release build (@ForserX)
- Updated
magic_enum
dependency (@ForserX) - Moved MagicFM into 3rd Party directory (@ForserX)
- Replaced DirectPlay 8 with GameNetworkingSockets in xrNetServer (@ForserX, @acidicMercury8)
- Added LuaUtf8 plugin (@ForserX)
- Updated application icon (@Drombeys)
- Fixed warnings (@Drombeys, @ForserX)
- Replaced
xr_new
use with redefined allocator (@ForserX) - Added LuaPanda sources (@ForserX)
- Added LuaSocket sources (@ForserX)
- Added LZO sources (@ForserX)
- Added LuaXML plugin (@ForserX)
- Added upgraded OPCODE files (@ForserX)
- Added GDB config (@ForserX, @vertver)
- Implemented basic Linux support (@ForserX)
- Added compressor option to CMake (@ForserX)
- Added oneTBB NuGet package (@ForserX, @acidicMercury8)
Engine
- Initialized gamepad support (@ForserX)
- Moved logging in separate thread (@Drombeys, @Giperion, @ForserX)
- Implemented XMLOverride subsystem (@ForserX)
- Implemented DLTX support (@ForserX)
- Fixed iterators definition (@Drombeys)
- Resolved multiple memory corruption issues (@ForserX)
- Refactored
g_actor
external (@Hozar2002) - Fixed xrCore build on ARM64 (@ForserX)
- Fixed application not closing on window manager request (@ggGhosTt)
- Added
$arch_dir_addons$
for addons (@ForserX) - Removed
.0000
fromfloat
/double
toxr_string
conversion (@ForserX) - Fixed XML Expression work without Actor ptr (@ForserX)
- Reworked
Core.Params
using (@ForserX) - Deleted dead code in
NET_Packet
(@ForserX) - Replaced
__super
with inherited inCGamePersistent
class (@ugozapad) - Fixed flushing log on application close (@Hozar2002)
- Added objects iterator to luabind (@ForserX)
- Reworked ImGUI integration (@ForserX, @ugozapad)
- Added UTF8 helper functions (@ForserX)
- Fixed valid function in
_cylinder
module (@Drombeys) - Implemented thread-safe casting for UTF-8 conversions (@ForserX)
- Made
CObjectSpace
thread-safe (@ForserX) - Fixed
CLocatorAPI::Recurse
method (@ForserX) - Used fonts from X-Ray file system for ImGUI (@ForserX, @Drombeys)
- Fixed Discord activation on game start (@ForserX)
- Transferred code to base X-Ray types and functions (@ForserX)
- Added calculation for file size (@ForserX)
- Enabled
/sdl
compile option (@Drombeys) - Fixed double UTF8 cast (@ForserX)
- Fixed incorrect hook stack using (@ForserX)
- Added Win1252 codepage support (@ForserX, @ggGhosTt)
- Added
parallel_for
tocompute_static_cover
method (@ForserX) - Added base multi-threading types (@ForserX)
- Implemented spawn particles console command (@v2v3v4)
- Implemented FPS counter (@OldSerpskiStalker, @ForserX)
- Implemented safeguards for user settings handling (@ForserX)
- Deleted deprecated Lua debug tools (@ForserX)
- Implemented support for LuaSockets and LuaPanda (@ForserX)
- Implemented CDB caching system (@ForserX, @Drombeys)
- Made
ray_collider
non-template (@ForserX) - Updated xrCDB to use new OPCODE (@ForserX)
- Deleted
D3D9-Null
project (@ForserX) - Enabled file exclusion support in filesystem (@ForserX)
- Used new LZO project (@ForserX)
- Reworked doug lea allocator (@ForserX)
- Deleted deprecated
__stdcall
use (@ForserX) - Improved output of StackTrace log (@OldSerpskiStalker)
- Enabled printing GPU info to log (@v2v3v4)
- Fixed
Alt+I
andCtrl+Alt+I
hotkeys work (@ForserX) - Used Steam Sockets only on enabled
IXRAY_MP
option (@ForserX) - Replaced
GetTickCount
callings withSDL_GetTicks
(@ForserX) - Added null game factory (@ForserX)
- Implemented heterogeneous lookup for
shared_str
andxr_string
(@ForserX) - Implemented device overloading (@ForserX)
- Performed cleanup on xrPhysics (@ForserX)
Render
- Fixed fullscreen behaviour (@ggGhosTt, @Drombeys, @ugozapad)
- Fixed bullet tracer rendering (@Hozar2002)
- Fixed debug render (@ugozapad)
- Fixed console drawing in debug mode (@ugozapad)
- Fixed volumetric fog working without texture (@ForserX)
- Replaced D3DX with DirectXTex for texture creating (@Drombeys, @Hozar2002)
- Replaced D3DX with DirectXTex for texture loading (@Drombeys, @Hozar2002, @ugozapad)
- Implemented
D3D9FindShaderComment
function and shader utils (@Drombeys) - Added forced window synchronization (@Drombeys, @ForserX)
- Fixed window resizing (@ugozapad)
- Added 32bit animations support (@ForserX)
- Fixed display mode enumeration (@ugozapad)
- Made shader cache usage optional (@MAYLAYSHEZ)
- Fixed detail positioning on curved surfaces (@v2v3v4)
- Removed hardcoded wallmarks type (@ForserX)
- Added optional particle effect lifetimes in real delta time mode (@v2v3v4)
- Disabled shedule optimizations for
CTorridzone::net_destroy()
method (@v2v3v4) - Reworked particles update switcher (@ForserX)
- Added
mtParticles
console command (@v2v3v4) - Added
r_particles_real_dt
console command (@v2v3v4) - Restored parallel texture loading (@ForserX, @Drombeys)
- Fixed memory leaks in font creation (@Drombeys)
- Refactored
dx9Texture
module (@Drombeys) - Omitted container creation from stack (@ForserX)
- Implemented geometry culling (@tatarinrafa, @ggGhosTt)
- Implemented loading screen in XML (@ggGhosTt)
- Fixed cursor dragging when centered (@ggGhosTt)
- Implemented multi-threaded processing for particles (@ForserX)
- Integrated DxErr library for DirectX errors debugging (@ForserX)
Gameplay
- Fixed shooting state (@Shtrecker)
- Fixed shooting from weapons on
CWeaponRPG7
andCWeaponRG6
class (@Shtrecker) - Bypassed actor's death during surge in god mode (@ggGhosTt)
- Added configurable respawn time to smart covers (@OldSerpskiStalker)
- Fixed actor's car animations (@ggGhosTt, @v2v3v4)
- Added camera-switch control to change between car cameras (@ggGhosTt)
- Added custom car use callbacks (@ForserX)
- Skipped incorrect action names (@ForserX)
- Added multi spawn loadouts feature (@OldSerpskiStalker)
- Made car dashboard (@ForserX)
- Made car doors usable (@ForserX, @v2v3v4)
- Made monster looting optional (@ForserX)
- Fixed artefact condition in inventory (@OldSerpskiStalker)
- Added speed multiplier for hud motions (@ggGhosTt)
- Added name and icon of car (@ForserX)
- Added car light indicator (@ForserX)
- Implemented UI panel of vehicle (@ForserX)
- Enabled
hud_adjust
on RelWithDebInfo configuration (@ForserX) - Added usable car trunk feature (@ForserX)
- Added multiple item spawning to
g_spawn
console command (@Drombeys) - Deleted verify in
CExplosive::GenExplodeEvent
method (@Drombeys) - Added weapon inertion (@Shtrecker, @ShokerStlk)
- Added weapon collision system (@Shtrecker, @ShokerStlk)
- Fixed grenade mode incorrect fire method usage (@Shtrecker)
- Fixed parameters reset on travel to location event (@Shtrecker, @mortany)
- Fixed pseudogiant's stomp damage on actor`s jump (@Shtrecker)
- Reworked actor state getter (@Shtrecker)
- Optimized font texture atlas generation (@Hozar2002)
- Fixed weapon reloading (@Shtrecker)
- Fixed flash period time for simple detector (@Shtrecker, @gunslingermod)
- Added workaround for
border.empty()
crash (@ForserX, @Alundaio) - Fixed crash at
CCC_ALifeTimeFactor::Info
method (@ugozapad) - Fixed misfire status reset on load (@Shtrecker)
- Fixed zoom factor reset on load (@Shtrecker)
- Made autoreload optional (@Shtrecker)
- Made sprint block while reloading optional (@Shtrecker)
- Refactored stopping run in shooting (@Shtrecker)
- Refactored tri state reload (@Shtrecker)
- Fixed
CWeaponRG6
class weapons shooting method (@Shtrecker) - Removed reload pause on first animation (@Shtrecker)
- Fixed empty barrel shooting for
CWeaponRG6
class weapons (@Shtrecker) - Added motion-based weapon tilt (@ShokerStlk)
- Fixed
explosion_hit_types
parameter parsing (@Shtrecker) - Fixed incorrect AI load call (@ForserX)
- Fixed night vision deactivation on helmet drop (@Shtrecker)
- Added localizable strings to saves (@Drombeys)
- Fixed issues with grenades (@ForserX)
- Added ability to enable NPCs look at actor (@ggGhosTt, @v2v3v4)
- Added ability to enable anomalies reaction to NPC (@MAYLAYSHEZ)
- Fixed trader sound plays from him, not in actor head (@MAYLAYSHEZ)
- Stopped
damage_particles
if car explode (@MAYLAYSHEZ) - Fixed NPC reaction in
CarWeapon
module (@MAYLAYSHEZ) - Fixed error when actor die in vehicle (@MAYLAYSHEZ)
- Fixed hiding animation (@Shtrecker)
- Fixed movement of fixed elements (@v2v3v4)
- Fixed elevator bug (@v2v3v4)
- Fixed scrollbar size after scripted window change (@ForserX)
- Fixed basic vehicle bugs (@ForserX)
- Fixed
cannot find rank for
crash error (@Drombeys) - Fixed hands ancor load (@ForserX)
- Added
disable_bore
parameter (@Shtrecker)
Scripts
- Tweaked Lua surge manager (@ggGhosTt)
- Tweaked Lua weather manager (@ggGhosTt)
- Added data files when corresponding saves are deleted (@ggGhosTt)
- Created savegames directory if none is present (@ggGhosTt)
- Matched saves and serialized tables (@ggGhosTt)
- Exported save/load events and retrieved save names in Lua (@ggGhosTt)
- Stored data in savegames folder as single file (@ggGhosTt)
- Imp...
IX-Ray 1.6 Release 0.9
Modernized X-Ray based on X-Ray 1.6.02
Changelog
Common
- Improved CMake projects structure (@ForserX)
- Updated pack artifacts script (@acidicMercury8)
- Fixed warnings (@Drombeys, @ForserX)
- Deleted old weather editor code (@ForserX)
- Deleted xrCPU_Pipe project (@v2v3v4, @ForserX)
- Added xrScripts project (@ForserX)
- Added GPU SDK files (@ForserX)
- Added magic_enum dependency (@Drombeys)
- Implemented GitParser with CMake and Git commands (@acidicMercury8)
Engine
- Implemented SDL3 support (@vertver)
- Implemented
CCC_Boolean
class for boolean console variables (@ForserX) - Fixed some memory leaks and copy-pastes (@MAYLAYSHEZ)
- Implemented
OrthographicOffCenterLH
method in matrix module (@v2v3v4) - Implemented
invert44
method in matrix module (@v2v3v4) - Deleted
SetThreadAffinityMask
function call (@v2v3v4) - Added
xr_shared_ptr
andxr_unique_ptr
aliases and helpers (@ForserX) - Implemented weather editor with ImGUI (@ForserX)
- Simplify event API (@ForserX)
- Replaced C-style enumerations reflection with magic_enum (@ForserX)
- Added colors for debug console (@vertver)
- Added tokens for console variables (@vertver)
- Added in-game debug toolbar (@vertver)
- Implemented transition to unified SDL input (@ggGhosTt)
Render
- Implemented AMD AGS support on D3D11 (@ForserX)
- Added ImGUI rendering (@vertver)
- Refactored render hardware refactoring on D3D9 and D3D11 (@vertver)
- Enabled actor shadow on dynamic lighting (@MAYLAYSHEZ)
- Implemented font system with FreeType (@ForserX)
- Added debug renderer for RelWithDebInfo configuration (@ForserX)
- Implemented graphical debugging for ImGUI (@vertver)
- Implemented debugging for ImGUI (@vertver, @Hozar2002)
Gameplay
- Moved
read_sun_config
command toengine_external
config (@Drombeys) - Set torso pitch to zero for unarmed actor in third person view (@ggGhosTt)
- Fixed weapon delay at low FPS (@v2v3v4)
- Added
ray
function forCObject
in Lua (@ForserX) - Added compass device class (@ForserX)
- Implemented new noclip movement (@v2v3v4)
- Fixed input in
bind_console
console (@v2v3v4) - Added thirst and sleepiness to external features (@ForserX)
- Migrated alcohol features to new system (@ForserX)
- Added simplified addiction system (@ForserX)
- Added nearest namespace in Lua (@ForserX)
- Extended
level
namespace in Lua (@ForserX) - Extended
alife
namespace in Lua (@ForserX) - Added Lua callbacks (@ForserX)
- Implemented inventory customization (@ForserX)
- Simplified update registration (@ForserX)
- Added method exports from
CEatableItem
class (@ForserX) - Implemented dynamic
slots_count
calculation (@ForserX) - Added method exports from
CUIWindow
class (@ForserX) - Added INI namespaces (@ForserX)
- Added marshalling and LFS namespaces in Lua (@ForserX)
- Fixed working of
eMonsterSoundIdle
in multiplayer (@ForserX) - Fixed parsing in
CCC_Vector3::Execute
method (@ForserX) - Added
get_compass_direction
function export to Lua (@ForserX) - Fixed bug with aura of psi dog (@OldSerpskiStalker)
- Replaced
THROW
withVERIFY
inCSpaceRestrictionAbstract
andUIGameTutorial
(@MAYLAYSHEZ) - Added return to
WeaponMagazined
wheninventory_owner
doesn't haveactive_item
(@MAYLAYSHEZ) - Fixed idle animation playing after unload (@Shtrecker)
- Fixed inversion of cartridges and saving them (@Shtrecker)
- Fixed ammo type changing (@Shtrecker)
- Fixed missing grenade from grenade launcher (@MAYLAYSHEZ)
- Fixed incorrect displaying two more ammo types (@MAYLAYSHEZ)
- Fixed incorrect weapon weight calculations (@MAYLAYSHEZ)
- Added safety checks (@MAYLAYSHEZ)
- Fixed stucked running animation (@MAYLAYSHEZ)
- Fixed bug with infinite zoom when aiming (@MAYLAYSHEZ)
- Implemented blocking all slots when climbing (@ggGhosTt)
- Fixed idle animation when climbing in third person view (@ggGhosTt)
- Ported camera noise support from
CCameraFirstEye
toCCameraLook2
(@ggGhosTt) - Disabled sprint inertia for third person view (@ggGhosTt)
- Fixed cutscene handling in third person view (@ggGhosTt)
- Added exports for camera states in Lua (@ggGhosTt)
- Implemented config
CCameraLook2
offset parsing (@ggGhosTt) - Deleted autoaim code (@ggGhosTt)
- Implemented
CCameraLook2
shoulder offset save (@ggGhosTt) - Implemented visible strapped weapon models in third person (@ggGhosTt)
- Fixed weapon handling in third person view (@ggGhosTt)
- Fixed third person view gameplay functional work (@ggGhosTt)
- Implemented camera position change instead of looking out in third person view (@ggGhosTt)
- Implemented camera position and type save (@ggGhosTt)
- Added collision for
CCameraLook2
(@ggGhosTt, @v2v3v4) - Fixed actor third person view animations (@ggGhosTt)
- Merged and clean
-psp
functional (@ggGhosTt) - Added camera-switch control to change between
cam_1
andcam_2
(@ggGhosTt) - Implemented
xr_strconcat
function (@ForserX) - Added script callbacks for pressing, releasing and holding button events (@ggGhosTt)
- Implemented UI auto slot system (@ForserX)
Multiplayer
- Merged A-Life singleplayer and multiplayer functionality (@ForserX)
- Implemented A-Life simulation support in multiplayer (@ForserX)
- Implemented loading spawn in multiplayer with
alife
(@ForserX)
Full changelog: r0.8...r0.9
IX-Ray 1.6 Release 0.8
Modernized X-Ray based on X-Ray 1.6.02
Changelog
Common
- Improved CMake projects structure (@ForserX)
- Updated pack artifacts script (@acidicMercury8)
- Fixed warnings (@Drombeys, @ForserX)
- Added Shipping config in CMake (@ForserX)
- Replaced original icon (@Drombeys, @Z3SA)
- Replaced original splash (@Z3SA)
- Implemented UnityBuild support for xrGame project (@ForserX)
- Added pipeline for non-Unity build (@acidicMercury8)
- Implemented Discord Game SDK support (@ForserX, @Drombeys)
- Added Native Visualization config (@ForserX)
Engine
- Implemented XML expression system (@ForserX, @Giperion)
- Implemented
png
splash screen (@MAYLAYSHEZ, @ForserX) - Fixed file mapping on x64 configuration (@ForserX)
- Added info for potential
xr_ini
error (@MAYLAYSHEZ) - Fixed corruption in
CConsole::ExecuteCommand
on typed wrong name (@MAYLAYSHEZ) - Printed name off command when
Command disabled
(@MAYLAYSHEZ) - Disabled texture dump output on Release configuration (@Drombeys)
- Implemented x64 compatibility of
doug_lea_allocator
(@ForserX) - Disabled assert message in ODE project (@Drombeys)
- Fixed
parse_level_version
method (@ForserX) - Fixed stack overflow in
CConsole::ExecuteCommand
* Debug conf. was crashing on x64 with this one (@MAYLAYSHEZ) - Fixed potential stack overflow (@MAYLAYSHEZ)
- Removed redundant check in
CDestroyablePhysicsObject::OnChangeVisual
(@MAYLAYSHEZ) - Added device active state control via
rs_device_active
console command (@MAYLAYSHEZ, @ForserX) - Fixed window initialization problems (@ForserX, @MAYLAYSHEZ)
- Implemented
CStringTable
singleton (@ForserX) - Correct callstack printing on debug (@ForserX)
- Enabled debug break for defer assert (@ForserX)
- Disabled
dump_file_mappings
on Debug build (@ForserX) - Implemented ability to play without xrGameSpy library (@ForserX)
Render
- Added SMAP size control
r__smap_size
[1024 > 4096] (@MAYLAYSHEZ) - Replaced
D3DFORMAT
withDxgiFormat
in xrRender_R4 project (@vertver, @Drombeys) - Disabled showing SMAA on xrRender_R1 (@Drombeys)
- Added multiplication by sun color for sunshafts (@MAYLAYSHEZ)
- Fixed
parallax_h
not hardcoded and console command workaround (@MAYLAYSHEZ) - Fixed incorrect depth stencil initialization in
dx10StateUtils::ValidateState
(@MAYLAYSHEZ) - Fixed memory leak for vertex buffers in
dx103DFluidGrid
(@MAYLAYSHEZ) - Enabled printing THM names when loading on Debug (@MAYLAYSHEZ)
- Enabled
NO_MULTI_INSTANCES
macro for Release configurations (@Drombeys) - Reimplement actor shadow for R2-R4 (@MAYLAYSHEZ, @v2v3v4)
- Rework mipmap control (@Drombeys)
- Release system cursor when
rsDeviceActive
(@MAYLAYSHEZ) - Removed option control
rs_refresh_60hz
from resources (@MAYLAYSHEZ) - Fixed point lights virtual size (@MAYLAYSHEZ)
- Fixed initialization order of
L_spot_s
array (@MAYLAYSHEZ) - Let
DXGI
calculate refresh rate for itself for performance (@MAYLAYSHEZ) - Cleaning G-buffer every frame to avoid
ghostings
(@MAYLAYSHEZ) - Maked fonts not change state if there is no text to render (@MAYLAYSHEZ)
- Fixed comparing values of different enum types in
dxUIRender::StartPrimitive
(@MAYLAYSHEZ) - Fixed broken initialization in
VertexCache
default constructor (@MAYLAYSHEZ) - Returned
FORCE_GLOSS
shader definition for R4 (@MAYLAYSHEZ) - Fixed enumeration of option definitions on D3D10+ (@Drombeys)
- Fixed attachment rotation display (@v2v3v4)
- Fixed foging in
model_distort4ghost
shader (@ForserX) - Fixed limits for
r__detail_density
(@MAYLAYSHEZ) - Fixed loading of unsupported textures (@Hozar2002)
- Bind wallmark life time on dynamic objects to
r__wallmark_ttl
(@MAYLAYSHEZ) - Fixed game crash when rendering wallmarks (@MAYLAYSHEZ)
- Added ability to control loadscreen tips via
engine_external.ltx
(@MAYLAYSHEZ) - Fixed
occRasterizer
clearing (@ForserX) - Added landscape render phase (@ForserX)
- Fixed failed shader compilation error window and message (@MAYLAYSHEZ)
- Optimized dynamic objects rendering (@VaIeroK)
Gameplay
- Added initializer for doors (@Drombeys)
- Ensured accurate results for
npc:path_completed()
method (@Drombeys) - Added check for object existence in
CheckObjectVisibility
method (@Drombeys) - Fixed calculation of the shift for IK (@ForserX)
- Added locking and unlocking
level_vertex_id
(@Drombeys) - Added
is_accessible_vertex_id
function export in Lua (@Drombeys) - Added
valid_vertex_id
function export in Lua (@Drombeys) - Fixed crash in
CPlanner::update
method (@Drombeys) - Fixed mutants running in place (@Drombeys)
- Fixed crash if enemy is unavailable (@Drombeys)
- Moved descriptions of detector's eye zones in one place (@ForserX)
- Added actor smooth slopes (@MAYLAYSHEZ)
- Added actor smooth crouch (@MAYLAYSHEZ)
- Fixed crash when NPC trying use destroyed object (@v2v3v4)
- Disabled cheats command on Release configuration (@Drombeys)
- Implemented XML expressions for MP mode (@ForserX)
- Enabled calculating distance to enemy by monsters that created sound they hear (@MAYLAYSHEZ)
- Fixed crash when trying to stop inactive script profile timer (@MAYLAYSHEZ)
- Fixed monsters cant hit actor through object (@MAYLAYSHEZ)
- Removed duplicate
mstate_r1&mcLanding
in condition in ActorAnimation (@MAYLAYSHEZ) - Fixed for Demo Record will not start if the level is not loaded (@MAYLAYSHEZ)
- Fixed weapon camera effector (@MAYLAYSHEZ)
- Fixed for bolt and grenades not allowing to throw them while in
bore
animation (@MAYLAYSHEZ) - Fixed error in
stalker_animation_global
module when there is no weapon in NPC (@MAYLAYSHEZ) - Fixed duplicated Lua export for
set_smart_cover_target_idle
function (@MAYLAYSHEZ) - Decreased actor movement speed after jump (@MAYLAYSHEZ)
- Fixed incorrect Lua export name in
CALifeMonsterDetailPathManager
(@MAYLAYSHEZ) - Fixed
CCameraManager::UpdatePPEffectors()
method (@Drombeys) - Corrected zooming in/out command handler (@MAYLAYSHEZ)
- Fixed monsters sometimes running on the spot (@MAYLAYSHEZ)
- Added
crow
counter fix (@MAYLAYSHEZ) - Applied various fixes to
crow
class (@MAYLAYSHEZ) - Fixed
CHangingLamp
crash (@MAYLAYSHEZ) - Added early exit in
NvStripifier::RemoveSmallStrips
with empty list (@MAYLAYSHEZ) - Fixed potential error after load save with dead
psy-dog
(@MAYLAYSHEZ) - Fixed luminocity indicator after save load (@MAYLAYSHEZ)
- Fixed incorrect count of load stages (@MAYLAYSHEZ)
- Fixed redundant
list_idx == e_outfit
check inUIMpTradeWnd_misc
(@MAYLAYSHEZ) - Fixed zero
scope_zoom_factor
(@xrEugene) - Fixed printing
UICost
value (@ForserX) - Added
enable_dof_reload
console command (@ForserX) - Added Lua export to control global time factor (@MAYLAYSHEZ)
- Fixed torch light rotation on
cam_2
(@ForserX) - Disabled useless and unnecessary
item place
spam (@ForserX) - Fixed incorrect NPC memory loading (@MAYLAYSHEZ)
- Fixed run animations of NPC in panic state (@MAYLAYSHEZ)
- Maked clear levels vector on quit (@MAYLAYSHEZ)
- Fixed memory error when trying to load level, while any level is currently loaded (@MAYLAYSHEZ)
- Prevented crash due
reserve()
call witharg < 0
(@MAYLAYSHEZ) - Added ability to reload system config via
reload_system_ltx
console command (@MAYLAYSHEZ) - Restored ability to set more than one wallmark to entity or ammo and explosive (@MAYLAYSHEZ)
- Enabled clearing objects and models pools between level loads (@MAYLAYSHEZ)
- Fixed incorrect zoom after attaching custom scope to weapon (@MAYLAYSHEZ)
- Fixed crash on incompatible save click (@MAYLAYSHEZ)
- Fixed message order in PDA (@MAYLAYSHEZ)
Sound
- Added global time factor influence on sound (@MAYLAYSHEZ)
- Added torch switch sound (@ForserX)
- Disabled EFX for video and music (@ForserX)
- Added
SNDENV_VER_IXR
and cast EAX values to EFX inSoundRender
(@ForserX) - Added default sound device to sound devices list (@ForserX)
- Implemented ability to disable EFX (@ForserX)
- Applied sound effects zones for sound source (@ForserX)
- Added weapon aim sound (@xrEugene)
- Forced mute all sounds when loading save (@MAYLAYSHEZ)
- Fixed ambiguity with
set_volume
inHudSound
module (@MAYLAYSHEZ)
Utilities
- Implemented skipping lightmap textures compression (@Drombeys)
- Implemented skipping tesselate geometry (@Drombeys)
- Implemented skipping subdivide geometry (@Drombeys)
Full changelog: r0.7...r0.8
IX-Ray 1.6 Release 0.7
Modernized X-Ray based on X-Ray 1.6.02
Changelog
Common
- Improved projects structure (@ForserX, @Drombeys, @acidicMercury8)
- Enabled C++20 for all projects (@ForserX)
- Enabled Unicode globally (@ForserX)
- Fixed x64 runtime issues (@ForserX, @Drombeys)
- Fixed utilities building issues (@ForserX, @Drombeys, @acidicMercury8, @vadvalskiy)
- Restructured render folders with refactoring (@Drombeys)
- Restructured building workflows and pipelines (@acidicMercury8, @Drombeys)
- Enabled printing compressor log on pipeline (@Drombeys)
- Replaced Luabind with non-Boost version (@ForserX)
- Deleted Boost files (@ForserX)
- Reworked memory allocator and memory modules (@ForserX)
Packages
- Replaced LuaJIT with NuGet package (@ForserX, @acidicMercury8)
- Replaced DirectXTex with nvtt in xrDXT project (@ForserX)
- Replaced FreeImage with NuGet package (@ForserX, @acidicMercury8)
Engine
- Disabled reading
user.ltx
config in root folder (@Drombeys) - Moved xrXMLParser to xrCore (@ForserX)
- Rewritten CPUID module (@ForserX)
- Rewritten CRC32 without Boost (@ForserX)
- Implemented new stack walker (@ForserX)
- Deleted
ttapi
module (@Drombeys) - Rewritten renders iterator (@Drombeys, @Hozar2002)
- Optimized weapon sounds update (@VaIeroK)
- Added invalidate state for rain (@MAYLAYSHEZ)
- Fixed rain sound after loading or changing level (@MAYLAYSHEZ)
- Enabled window minimization on
do_exit
andterminate
calls (@MAYLAYSHEZ) - Set special function for terminate (@MAYLAYSHEZ)
- Fixed window minimization unhandled error (@MAYLAYSHEZ)
- Fixed infinite unhandled crash handler execution (@MAYLAYSHEZ)
- Fixed game closing after error on not connected debugger (@MAYLAYSHEZ)
- Fixed weather cycles loading (@MAYLAYSHEZ)
- Enabled weather logging macros on non
MASTER_GOLD
configurations (@MAYLAYSHEZ) - Fixed sound buffer size (@ForserX)
- Fixed wrong variable name assignment in sound environment (@johncurley)
- Rewritten timers (@mortany, @ForserX)
- Added defferred
R_ASSERT
event (@ForserX) - Fixed drop FPS for not valid spawn position of object (@OldSerpskiStalker)
- Enabled printing Lua stack information and variables to log (@ForserX)
- Enabled printing class ID error to log on release configuration (@ForserX)
- Fixed to use normal system devices by OpenAL Soft (@ForserX)
- Deleted hardcode for level box (@ForserX)
- Implemented rain and thunderbolt starting delay (@MAYLAYSHEZ)
Render
- Implemented FXAA on static lightning (@Hozar2002)
- Implemented SMAA in xrRender_R2 (@Hozar2002)
- Fixed crash on bones synchronization (@xrLil-Batya)
- Implemented disabling of shader cache reading (@Hozar2002)
- Fixed mipmap loading (@Drombeys)
- Fixed distorted glass displaying on static lighting (@Hozar2002)
- Deleted unused
ConsoleRender
module (@Drombeys) - Deleted
xrSkin2W_SSE
module (@Drombeys) - Deleted
advancedpp
option (@Drombeys) - Deleted
*_nomsaa
related shaders (@Drombeys) - Implemented rendertarget resolution acquisition (@vertver, @Drombeys)
- Deleted
albedo_wo
option (@Drombeys) - Deleted
blur
option (@Drombeys) - Implemented
r2_cloud_shadows
command (@Drombeys, @Hozar2002) - Fixed sun shadows on xrRender_R2 (@Drombeys)
- Implemented
r2_def_aref_quality
command (@Drombeys, @Hozar2002) - Implemented displaying window node name by cursor focus (@Hrusteckiy)
- Implemented
D3D_FEATURE_LEVEL_11_1
support (@vertver) - Deleted MSAA in resources (@Drombeys)
- Deleted MSAA in render (@Drombeys)
- Deleted
r3_msaa_alphatest
command (@Drombeys) - Deleted
r__supersample
command (@Drombeys) - Implemented RenderDoc support (@ForserX)
- Implemented optional parallel textures loading (@MAYLAYSHEZ)
- Added support volumemap to D3D11 render (@vertver)
- Implemented texture stagging control for all renders (@MAYLAYSHEZ)
- Added
-dxdebug
key instead DirectX debug flag (@Drombeys) - Increased value of
rsDVB_Size
variable (@Drombeys) - Fixed wallmarks on dynamic objects (@OldSerpskiStalker)
- Fixed memory leak in
CDetailManager
class (@Drombeys) - Set maximum textures quality by default (@MAYLAYSHEZ)
- Fixed double
ShaderResourceView
creation (@vertver) - Set initial values of
CROS_impl
class variables (@Drombeys)
Gameplay
- Implemented crosshair control in adjust interface (@Shtrecker)
- Fixed spawn grenade after grenade change (@Shtrecker)
- Fixed
hud_fov
command (@Shtrecker) - Added
checkout_bones
parameter forCMissile
class (@Shtrecker) - Fixed opening doors by NPC (@ForserX)
- Implemented custom mark feature (@Hrusteckiy)
- Implemented custom text feature (@Hrusteckiy)
- Fixed incorrect head rotation of trader (@Hrusteckiy)
- Fixed load last save button behavior after loading level (@Hrusteckiy)
- Added developer float commands (@Hrusteckiy)
- Implemented customization of
UICursor
control (@Hrusteckiy) - Implemented customization of
UITrackBar
control (@Hrusteckiy) - Fixed crashes on
UIItemInfo
non-existent node (@Hrusteckiy) - Added method for quick adding any custom static (@Hrusteckiy)
- Fixed NPC dispersion by rank (@Hrusteckiy, @SurDno)
- Deleted R_ASSERT2 in
CUIDialogWnd::HideDialog
method (@ForserX) - Deleted duplicated
Fvector2
inCUICellContainer::PlaceItemAtPos
method (@ForserX) - Fixed moving items to fast slot if grid larger than grid of slot (@ForserX)
- Fixed weapon highlights (@ForserX)
- Added left hand transform matrix (@Hozar2002, @ForserX)
- Fixed displaying addons on weapons (@OldSerpskiStalker)
- Made IK stop further than 100m from actor position (@MAYLAYSHEZ)
- Fixed
get_wnd_pos
function export (@Drombeys) - Added exception message to
SetCharacterCommunity
method (@Drombeys) - Fixed incorrect type passed
GameObject::eDeath
callback (@Drombeys) - Added object existence check (@Drombeys)
- Fixed spawn paths related errors (@Drombeys)
- Fixed message output in
show_dialog
function (@Drombeys) - Deleted
dump_infos
command fromactor_binder:update
function (@ForserX) - Fixed mutants logic in restrictors broke down (@ForserX)
- Fixed triggering of adding monsters contacts (@ForserX)
- Enabled ragdoll for deadbody (@ForserX)
- Implemented new external features system (@ForserX)
- Fixed level graph invalid vertex ID error (@ForserX)
- Implemented
hud_fov_zoom
weapon parameter (@Drombeys, @Hozar2002) - Added underrun buffer checking to fix playback bug (@johncurley)
- Fixed walking in
mcLookout
states (@Shtrecker) - Set initial values of
CStreamReader
class variables (@OldSerpskiStalker) - Fixed HUD models clipping (@Shtrecker)
- Implemented grenade explosion on hit (@Shtrecker)
- Implemented stopping animation of getting detector (@ForserX)
- Replaced missing sound with stub on using scripts (@Drombeys)
- Moved actor to beginning of spawn (@ForserX)
- Fixed calculating position of items in inventory grid (@ForserX)
- Implemented timer for new game and save loading (@MAYLAYSHEZ)
Utilities
- Fixed EFC building issues (@ForserX)
- Added EFC utility source code (@acidicMercury8, @ForserX)
- Implemented new lightmap saving algorithm (@DimaKuzmin)
- Deleted threads limit in utilities (@ForserX)
- Added MagicFM CMake project (@acidicMercury8)
- Ported MagicFM to C++20 (@ForserX)
- Replaceed
-keep_temp_files
with-clear_temp_files
key (@ForserX) - Implemented show of all missing TGA textures and THM files (@ForserX)
- Replaced MMX with SSE in
Place_Perpixel
function (@ForserX) - Fixed loop in
CGraphMerger
method (@Drombeys) - Deleted duplicated and dead files from xrAI (@ForserX)
- Added
-all
key to compilers and enable-do -ai -lc
modes (@ForserX) - Merged compilers into one project (@ForserX)
- Fixed saving
build.cform
file in xrLC (@ForserX) - Implemented skipping invalid faces in xrLC (@Drombeys)
- Fixed xrCompress to support multibyte WinAPI functions (@ForserX)
- Enabled reserving memory for compressed nodes in
xrSaveNodes
(@abramcumner) - Enabled using static buffer in
setup_recalculationflags_file
(@abramcumner) - Fixed progress set in
xrPhase_UVmap
(@abramcumner) - Changed algorithm for calculating the area of a triangle (@abramcumner)
Plugins
- Updated 3D SDK (@DJYar, @ForserX)
- Ported plugins to х64 (@DJYar, @ForserX)
- Ported plugins to C++20 (@ForserX)
- Updated LW Server project (@ForserX)
- Created plugin folder in CMake (@ForserX)
- Applied minor fixes for Max Export plugin (@DJYar, @ForserX)
- Ported Max Material plugin to C++20 (@ForserX)
- Added Max Material CMake project (@ForserX)
- Applied patches to plugins (@DJYar, @ForserX)
Full changelog: r0.6.1...r0.7
IX-Ray 1.6 Release 0.6.1
Modernized X-Ray based on X-Ray 1.6.02
Changelog
Common
- Added logo icons and TortoiseGit config (@acidicMercury8)
- Fixed incorrect including of
FastDelegate
header (@Drombeys) - Fixed project references and links (@acidicMercury8)
- Replaced
_snprintf
with_snprintf_s
in ODE (@Drombeys) - Deleted
IsPCAccessAllowed
function (@Drombeys) - Deleted
ComputeModuleHash
function (@Drombeys) - Deleted
is_enough_address_space_available
function (@Drombeys) - Deleted unused
ttapi
includes (@Drombeys) - Deleted unused
pSettingsAuth
pointer (@Drombeys)
Engine
- Deleted
CopyProtection
module (@Drombeys)
Render
- Fixed incorrect including of header files in renders projects (@Drombeys)
Gameplay
- Fixed shotgun reload (@Shtrecker)
- Fixed incorrect including of header files in xrGame project (@Drombeys)
- Deleted
boost::noncopyable
related code from xrGame (@Drombeys)
Resources
- Fixed fog displaying on static lighting (@Hozar2002)
- Unified shaders refactoring with IX-Ray 1.5 (@Drombeys)
Full changelog: r0.6...r0.6.1
IX-Ray 1.6 Release 0.6
Modernized X-Ray based on X-Ray 1.6.02
Changelog
Common
- Fixed most part of warnings (@acidicMercury8, @Drombeys)
- Fixed ignoring temp and metadata files by locator (@MAYLAYSHEZ)
- Fixed error skipping process troubles (@MAYLAYSHEZ)
- Fixed
std::unique_ptr
use cases (@acidicMercury8) - Added Visual Studio solution filters (@acidicMercury8)
- Added Visual Studio Install config (@acidicMercury8)
- Enabled NuGet packages getting and caching in GitHub Actions (@acidicMercury8)
- Enabled output log for debugger connected (@MAYLAYSHEZ)
- Set latest Windows SDK version (@acidicMercury8)
- Splitted project configuration paths (@acidicMercury8)
- Refactored color math module (@Drombeys)
- Replaced
D3DCOLOR_RGBA
,D3DCOLOR_ARGB
andD3DCOLOR_XRGB
macroses (@Drombeys) - Replaced legacy DirectX Math with DirectXMath analog (@Drombeys)
- Replaced
__uuidof
withIID_PPV_ARGS
(@Drombeys) - Replaced
__interface
keyword withclass
(@Drombeys) - Replaced
STATIC_CHECK
withstatic_assert
(@Drombeys) - Replaced
__asm int 3
with__debugbreak
(@Drombeys) - Replaced
__asm pause
with_mm_pause
(@Drombeys) - Replaced
GetCLK
function with unified analog (@Drombeys) - Replaced
GetTickCount
withGetTickCount64
function (@Drombeys) - Replaced
_snprintf
with_snprintf_s
function (@Drombeys) - Replaced
std::auto_ptr
pointers withstd::unique_ptr
(@Drombeys) - Replaced
std::bind1st
andstd::bind2nd
with lambda functions (@Drombeys) - Replaced linker directives with project references (@acidicMercury8)
- Replaced
FS_DEBUG
macro withDEBUG
(@Drombeys) - Renamed
xrDebugNew
module toxrDebug
(@MAYLAYSHEZ) - Deleted pragma deprecations (@acidicMercury8)
strcpy
,strcpy_s
,sprintf
,sprintf_s
,strcat
,strcat_s
- Deleted
get_ref_count
function (@Drombeys) - Deleted scripts for getting dependencies (@acidicMercury8)
- Deleted ATI MGPU library with related code (@Drombeys)
- Deleted NVAPI library with related code (@Drombeys)
- Deleted redundant
DEBUG_INVOKE
(@MAYLAYSHEZ) - Deleted
boost::noncopyable
use cases from editor and xrPhysics (@Drombeys) - Deleted
std::binary_function
use cases (@Drombeys) - Deleted
std::unary_function
use cases (@Drombeys) - Deleted unused
dwFrame
field ofxrCore
class (@Drombeys) - Deleted unused
_GPA_ENABLED
blocks (@Drombeys)
Packages
- Replaced Flobbster.Windows.Forms with NuGet package (@acidicMercury8)
- Replaced DockPanelSuite with NuGet package (@acidicMercury8)
- Replaced DirectX SDK with NuGet package and Windows SDK (@acidicMercury8, @Drombeys)
- Replaced DirectXTex with NuGet package (@acidicMercury8, @Drombeys)
- Replaced DirectXMesh with NuGet package (@acidicMercury8, @Drombeys)
- Replaced Xiph libraries with NuGet packages (@acidicMercury8)
- Replaced zlib with NuGet package (@acidicMercury8)
Engine
- Fixed
cam_inert
console command (@MAYLAYSHEZ) - Fixed bones synchronization (@xrLil-Batya)
- Fixed OGG related code of xrSound (@vadvalskiy)
- Deleted
xrTheora_Surface_mmx
module (@Drombeys) - Deleted SecuROM related code (@Drombeys)
- Deleted unused modules from xrSound (@vadvalskiy)
- Deleted
mailSlot
module (@Drombeys) - Deleted launcher related code (@Drombeys)
- Deleted
no_single
module (@Drombeys) - Deleted
dedicated_server_only
module andPROTECT_API
macros (@Drombeys) - Implemented
hud_fov
item parameter (@Shtrecker) - Implemented
g_info
andd_info
console commands (@Drombeys) - Implemented
g_money
console command (@Drombeys) - Implement
g_spawn
andg_spawn_inv
console command (@Drombeys, @Hozar2002) - Integrated OpenAL Soft with EFX extensions (@johncurley)
- Unified xrEngine refactoring with IX-Ray 1.5 (@Drombeys)
- Splitted engine and server applications (@acidicMercury8)
- Replaced
-nointro
key withkeypress_on_start
command (@Drombeys) - Refactored some sound modules (@johncurley, @vadvalskiy)
Editors
- Fixed floating types converting in weather editor (@vadvalskiy)
- Fixed weather editor project (@vadvalskiy)
- Deleted unused resource files from weather editor (@vadvalskiy)
Render
- Fixed wrong attenuation of far sun shadows (@Hozar2002)
- Fixed HDAO crashing on disabled G-Buffer optimization (@morrazzzz)
- Fixed texture quality changing in D3D11 (@Drombeys, @Hozar2002, @mortany)
- Fixed sun flares for FXAA (@OldSerpskiStalker)
- Fixed
MaxAnisotropy
parameter for Shader Model 5 (@OldSerpskiStalker) - Fixed some memory leaks (@OldSerpskiStalker, @Drombeys)
- Fixed enumeration of option definitions on Direct3D 10+ (@OldSerpskiStalker)
- Fixed sunshafts on enabled
accum_sun_near_nomsaa_minmax
shader (@OldSerpskiStalker) - Fixed transparent on static lightning (@Hozar2002)
- Fixed indentation of texture memory message (@MAYLAYSHEZ)
- Added
r2_use_bump
command to disable bumps on R2+ renderers (@DanceManiac) - Activated
R2FLAG_USE_BUMP
flag by default (@Drombeys) - Set
DXGI_ENUM_MODES_INTERLACED
flag (@Drombeys) - Replaced
asm
block with standard math functions (@Drombeys) - Replaced legacy DirectX Tex with DirectXTex analog (@Drombeys)
- Replaced deprecated shader compiler with Windows SDK analog (@Drombeys)
- Refactored
dx11Texture
class (@Drombeys) - Decomposed screenshot creation methods (@Drombeys)
- Deleted duplicated
END_EPS
constant (@Drombeys) - Deleted Direct3D 10 dependencies (@Drombeys)
- Deleted unused mipped noise (@Drombeys)
- Deleted Intel GMA related code (@Drombeys)
- Deleted unused
sunfilter
option (@Drombeys) - Deleted unused
accum_direct
methods (@Drombeys) - Deleted
bug
option in all renders (@Drombeys) - Deleted
sjitter
option in all renders (@Drombeys) - Deleted
depth16
option in all renders (@Drombeys) - Improved depth buffer format handling (@Drombeys)
- Implemented disabling of anisotropic filtering in Direct3D 10+ (@Drombeys)
- Implemented
mipLodBias
property setter for Direct3D 10+ (@Drombeys) - Implemented textures reloading directly in game (@MAYLAYSHEZ)
- Implemented FXAA support (@OldSerpskiStalker, @Drombeys, @Hozar2002)
- Implemented SMAA support (@OldSerpskiStalker, @Drombeys, @Hozar2002)
- Implemented shader-based fog on static lightning (@Hozar2002)
- Unlocked MSAA x8 (@OldSerpskiStalker)
Gameplay
- Fixed refreshing of trade list (@mortany)
- Fixed actor visibility indicator after quickload (@Hrusteckiy)
- Fixed offset for answer numbers (@Hrusteckiy)
- Fixed detector animation playing (@Shtrecker)
- Fixed stuttering after reloading grenade launcher (@Shtrecker)
- Fixed rows and columns of artifact belt (@DanceManiac)
- Fixed animation playing on attached grenade launcher (@Shtrecker)
- Fixed playing idle animation on empty state (@Shtrecker)
- Fixed reload animation playing on active detector (@Shtrecker)
- Fixed switch animation playing (@Shtrecker)
- Fixed grenade launcher action (@Shtrecker)
- Fixed crashing of sliding type doors (@Drombeys)
- Fixed crashing in adjust hud mode (@Shtrecker)
- Fixed flickering after game item usage (@Drombeys)
- Fixed loading ammo in grenade mode (@Shtrecker)
- Fixed flight grenade (@Shtrecker)
- Enabled inertia control from HUD section (@Hozar2002, @Drombeys)
- Implemented 100x100 icons support (@Hrusteckiy, @DanceManiac)
- Implemented custom autoreloading for weapons (@Shtrecker)
- Implemented custom autoreloading for grenade launcher (@Shtrecker)
- Implemented full and partial weapon reloading (@Shtrecker)
- Implemented misfire of weapon (@Shtrecker)
- Implemented reloadings in grenade launcher weapons (@Shtrecker)
- Implemented delay before reloading on active detector (@Shtrecker)
- Implemented scripted key blocking (@Drombeys)
- Implemented blocking actor movement (@Drombeys)
- Refactored some weapons and detectors methods (@Shtrecker)
Resources
- Fixed text line alignment for talk dialogs (@Hrusteckiy)
- Fixed
object_alive
condition inbind_monster
script (@Hozar2002) - Set weapon autoreloading settings (@Shtrecker)
- Implemented SMAA support in assets (@OldSerpskiStalker, @Drombeys, @Hozar2002)
- Implemented FXAA support in assets (@OldSerpskiStalker, @Drombeys, @Hozar2002)
- Updated shaders to Shader Model 3.0 (@Drombeys, @Hozar2002)
Full changelog: r0.5...r0.6
IX-Ray 1.6 Release 0.5
Modernized X-Ray based on X-Ray 1.6.02
Changelog
Common
- Enabled assets packing
- Replaced
dxerr
with Windows SDK analog - Replaced
stricmp
with POSIX analog - Simplificated
get-dependencies
script launching - Incompletely integrated DirectXMesh
Engine
- Fixed autosaves
- Fixed switching ingame console language layout
- Fixed playing animation of getting weapons
- Fixed character info for deadbody color
- Fixed progress bar for optional using of
middle_color
- Enabled screenshots capturing in windowed mode on Direct3D 9
- Enabled clearing highlight lists on each inventory action
- Enabled changing items condition by Num7 and Num8
- Implemented
ui_reload
command - Allowed to use min and max colors for double progress bar
- Allowed to change upgrade icon color by config
- Replaced crashing with warning when there is no sound
- Disabled ammo highlights for knife and binocular
- Disabled stats by class and not by section
Render
- Fixed inverted sky colors and sky bluring on Direct3D 10+
- Fixed potential memory leak in DirectX 10 resource manager
- Fixed fog accounting for campfire and anomalies
- Fixed water displaying on static lightning
- Fixed particles displaying on shooting
- Fixed
sload
for correct nearest bumps displaying - Fixed
s_distort
parameter forparticles_xadd
blender on Direct3D 10+ - Enabled fog accounting for grass on static lightning
- Enabled fog accounting for wallmarks on static lightning
- Enabled fog accounting for particles
- Enabled static sun shadows on disabled cascades
- Enabled
Ldynamic_dir
counting foraccum_direct_volumetric()
on Direct3D 9 - Restored grass shadow
- Implemented Direct3D 10 initialization over Direct3D 11
- Implemented actor shadow
- Prevented writing alpha-blended geometry to depth buffer
- Deleted xrRender_R3
- Deleted old TSM algorithms in all renders
- Deleted
r2_shadow_cascede_old
console command
Dependencies
- Replaced
delete
operator withxr_delete()
function in xrXMLParser
Resources
- Implemented knife parameters class and and related features
- Implemented
use_condition
parameter - Implemented notification restarting for
r2_sun
command
Full changelog: r0.4...r0.5