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Releases: SaiyansKing/GD3D11

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.

v17.8-dev7

14 Jun 13:12
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v17.8-dev7 Pre-release
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  • Draw particle effects and decals only when they are visible by camera frustum - by: @postm1
  • Fix resetting FOV with FOV override option after any dialog ends - by: @postm1
  • Optimize GPU bandwidth by disabling depth writes for water rendering after z-prepass
  • Add new option "Draw World Section Intersections" that will draw every world chunk that intersect with our world draw distance
  • Rewrite whole Bink Player to avoid incompatibility with SystemPack fixbink option that can crash the game

v17.8-dev6

27 May 18:57
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v17.8-dev6 Pre-release
Pre-release
  • Avoid depending on DepthPitch for buffers
  • Fix inventory memory leak
  • Make shadow transition smoother
  • Code Cleanup
  • Increase maximum world draw distance
  • Fix duplicate rendering alpha mesh vobs