Releases: kirides/GD3D11
Nightly
What's Changed
- detours 1.5 to 4.01 update, C++17 updates, other fixes by @lucifer602288 in #130
- unique meshlib for each npc by Gratt-5r2 by @lucifer602288 in #133
- temporarily disable multicore shader compilation by @kirides in #134
- Fix hooking zCActiveSndAutoCalcObstruction by @lucifer602288 in #135
-
- Exclude forest portals when doing second depthbuffer draw of world … by @SaulMyers in #138
- Cleaning up the shader for the 'forest portals' by @SaulMyers in #139
- Update build.yml by @kirides in #143
- Update release.yml by @kirides in #144
- Merge latest changes from @SaiyansKing by @kirides in #142
- Merge latest changes from @SaiyansKing by @lucifer602288 in #150
- Render fog zones in Gothic 1 by @ThielHater in #153
- Latest changes by @lucifer602288 in #156
- correction of "Render fog zones in Gothic 1" for Gothic 1.12f commited 11.02.2024 by ThielHater by @lucifer602288 in #167
- Merge latest changes from @SaiyansKing by @kirides in #170
Full Changelog: v17.8-dev9...nightly
v17.8-dev9
includes all changes from https://github.com/SaiyansKing/GD3D11/releases/tag/v17.8-dev9
- Fix foam on waterfalls (SaiyansKing@a64abdd)
- Water shader will now darken / lighten with day / night cycle (SaiyansKing@2a88781)
- Add possibility to scale fonts by using function "UpdateCustomFontMultiplier" (SaiyansKing@7a6e1b2 SaiyansKing@247ed77)
- Read ShadowAOStrength and WorldAOStrength from INI (SaiyansKing@15170cc)
- Write ShadowAOStrength and WorldAOStrength to INI (SaiyansKing@2722d5a)
- Fix loading 16bit textures (SaiyansKing@fb7d631)
- Remove half-pixel offset from shaders (SaiyansKing@4d16252)
- Rewrited Animated_Inventory SystemPack option (SaiyansKing@7d7116b)
- Fix texture sampler for UI (SaiyansKing@4a99dfb)
- Fix sun jump on the sky at 12:00 (SaiyansKing@fc362df)
- Synchronize skytime when atmosphere scattering is disabled (SaiyansKing@a91e463)
- Add font rendering support for Gothic I (SaiyansKing@adb5caa)
- Change default settings (enable font rendering and disable normalmaps) (SaiyansKing@adb5caa)
also includes
- updated
assimp-vs142-mt.dll
- improved handling when UserSettings.ini is not found (@SaiyansKing eeb4c57)
v17.8-dev4-ci: Merge branch 'SaiyansKing_master'
Courtesy of @SaiyansKing
dev2
- Fix occlusion culling dangling pointer crash
- Fix possible crash at GothicAPI::OnVisualDeleted
- Optimize a little file reads
dev2-fix1
- Don't issue new occlusion query when old still haven't finished
- Fix DXVK crashing at device creation
dev2-fix2
- Fix GD3DX7 Z-buffer destruction possible crash
dev3
- Fix drawing helper vobs in SpacerNET - by: @postm1
- Fix mouse in SpacerNET - by: @postm1
- Fix dynamic shadows in indoor locations like sewers
- Fix corrupted savegame thumbnails
- Fix crash when loading corrupted setting files
- Improve display resolutions detection
dev4
- Make it possible for mouse cursor to leave to another monitor when GD3D11 settings are visible - by: @kirides
- Disable tesselation from build as it keeps to crash graphic drivers and make impossible to save zenresources from advanced menu
- Fix getting thread id from main thread
- Remove spheremap normals encoding as it make some horrible visual glitches
- Make it possible to render scene without normalmaps to avoid artifacts from using standard normalmap
- Fix potential problems with some drawcalls
- Implement raining time calculations with atmospheric scattering enabled
- Make zFILE_VDFS zengine class to be able to operate on pointers that are allocated above 2GB memory virtual address on older system packs
other
- Fix line drawing(fix flickering and z-position (43edbb0)
v17.8-dev1-fix1
exception free float parsing with warning logging and properly passing nRead from GetPrivateProfileStringA to std::string constructor
v17.8-dev1
Release Notes
This is a huge release and all thanks to @SaiyansKing who presumably did all this by himself, unless otherwise noted in mentioned commits 😉
Update: For those who want the new "one zip for all gothic versions" package, there is a separate release (https://github.com/kirides/GD3D11/releases/tag/v17.8-dev1_pipelineupdate) future releases will automatically be packaged in a single zip (excluding Spacer_NET for now)
v17.7-dev20..dev22
- Fix hashing render states over uninitialized variables (7f81d93)
- Fix some awful glitches in indoor locations with enabled shadows (7f81d93)
- Remove unused calculations for some particle effects (7f81d93)
- Force water to be rendered always when texture is available (7f81d93)
- Change cache-in to not check for cache-out since dx7 code doesn't check for it too (7f81d93)
- Allow Steam Overlay to properly acquire/release inputs (7f81d93)
v17.7-dev22..dev23
- Fix broken fixed-function pipeline vertex shaders (8dfa95b)
- Fix possible broken winding order when drawing HUD (8dfa95b)
- Allow to set night-only with negative timescale value (98ec319)
- Get rid of unneeded .bin files (3f8a87f)
- Resolve most warnings at compilation (3f8a87f)
- Ditch
XCALL
macro for safer and faster direct calls since they can be inlined (3f8a87f)
v17.7-dev23..dev24
- Add experimental support for feature_level_10_0 (203bc6c)
- Limit shadowmap size to 8192 for feature_level_10_0 comaptibility graphic cards (5e4e9bf)
- Fix Stream Output Geometry Shaders for feature_level_10_0 (5e4e9bf)
- Disable weird caching for cached-out surfaces (5e4e9bf)
- Mark every loaded polygon from indoor location as "indoor" (5e4e9bf)
- Render indoor vobs in indoor locations using render distances from normal vobs (5e4e9bf)
- Fix textures memory leak (1d08855)
- Unbind backbuffer after drawing water because some gpu drivers might have problem with drawing to texture that is currently bound (fb85f3e)
- Add low fps nan check and fix morph mesh animation glitch at 60fps patches from unions (fb85f3e)
- Rework the way global message broadcast fix is working (fb85f3e)
- Improve water animation by adding support for drawing using texAniMap material info (fb85f3e)
v17.7-dev24..dev25
- Add support for animating morph mesh vobs (9283484)
- Change quad buffers from dynamic to immutable (586984d)
- Remove unneeded cubemap SRV's (fe3caeb)
- Guard Morph Mesh Visual object from destruction (- 19c6c27)
- Fix
D3DXERR_CAPSNOTSUPPORTED
error (9578d7f) - Remove unused pending movie frames check (11766cb)
- Use staging textures for updating textures data (11766cb)
- Remove unneeded deferred context (11766cb)
- Remove some unneeded and unused code (d46dcfc)
- Optimize water TexAniMap (d46dcfc)
v17.7-dev25..dev26
- Display correct number of drawn triangles (c5dfcb0)
- Optimize drawing model attached morph meshes(like heads) (c5dfcb0)
- Fix
ComputePointAABBDistance
not calculating correctly distance (c5dfcb0) - Fix dynamic lights huge impact on FPS in some locations (c5dfcb0)
- Improve loading times by disabling some unnecessary features for GD3D11 (c5dfcb0)
- Show DirectX11 as currently used graphic device in video options (c5dfcb0)
- Open GD3D11 settings menu when going into video options (c5dfcb0)
- Fix vertex buffers memory leak (f4c9997)
- Prevent DX7 PackStaticVertexBuffers from loading unneeded vertex buffers (f4c9997)
- Calculate correctly instanced geometry drawed triangles (f4c9997)
- Show per frame drawed tris on toggle frame (f4c9997)
- Close GD3D11 settings menu when detecting pressed escape key (f4c9997)
v17.7-dev26..dev27
- Fix rendered decals alignment towards camera (2c8e253)
- Correctly fix duplicating rendered vobs in G1 (2c8e253)
- Optimize a little bit OnVobMoved function (2c8e253)
- Change the way to acquire textures for animated meshes (2c8e253)
- Skip loading unneeded lightmap textures (2c8e253)
- Fix problem where we can have locked 20 FPS (2c8e253)
- Add gothic executable detector to make it possible to pack GD3D11 in monolithic way (2c8e253)
- Update known_issues.md (96b94fd)
v17.7-dev27..dev28
- Fix rendering missing ingame decals (7a14f63)
- Decouple barrier from sky drawing in G1 which allows us to draw barrier with atmospheric scattering (7a14f63)
- Fix crash when deleting visuals that can still be in use (00764c0)
- Change back reference to copy (de5ad92)
- Improve skeletal and mob vobs lighting (4ba4d58)
v17.7-dev28..dev29
- Add support for better bink video handling with Union/Systempack FixBink (1d670ac)
- Scale heads with fatness value without depending on distance from camera (1d670ac)
- HDR monitor colorspace support in Windows 10 (8fc887a)
Co-Authored-By: @lucifer602288 (Keks1) - Use correct normals for skeletal meshes to improve lighting and scaling (81cbe7d)
v17.7-dev29
- Fix changing shadows in settings (2b05276)
v17.7-dev30
- Avoid recalculating UI every frame (19c5855)
- Add rain options to settings (19c5855)
- Reduce wet glare duration after rain (19c5855)
- Use
ClearKeyBuffer
when using GD3D11 settings (19c5855) - Change the way models acquire
LightStatic
value (19c5855) - Fix
ClipCursor
rectangle (19c5855)
v17.7-dev31
- Fix using settings in freelook camera mode (bd1be6c)
- Send currently used resolution incase for some reason it is unavailable to avoid any UI cut offs (bd1be6c)
- Fix not working low latency mode (bd1be6c)
- Fix crash when changing resolutions in low latency mode (bd1be6c)
- Fix changing resolutions in general (bd1be6c)
- Make fullscreen exclusive to work correctly as intended (bd1be6c)
- Add option to change window modes in settings(need to restart the game after change) (bd1be6c)
Co-Authored-By: @lucifer602288 (Keks1)
v17.7-dev32..dev33
- Patch dx7 functions that do window transitions (0294c99)
- Add additional check for waterfall foam in G1 to avoid false positives (0294c99)
- Rewrite cinema scope and screen fade effects into native GD3D11 functions (0294c99)
- Enabled Dynamic Shadows can make lights disappear when Shadows are disabled (fad14d7)
- Fix saving rain settings (9980c13)
- Update Assimp to 5.1.2 (8116e90)
v17.7-dev33..dev34
- Disable culling for UI drawing(LeGo script packet doesn't follow CW winding order and any Sprite it tries to draw doesn't pass the test) (9b639ff)
- Add option to reduce light intensity for scene where are many lights that can make scene to be overexposed(e.g. old camp in Othello Mod) (9b639ff)
- Add some quantization to skeletal meshes to reduce bandwidth (9b639ff)
- Revert temporarily back to bind pose normals for skeletal meshes since bone accurate normals can result in some weird glitches on some modifications (9b639ff)
- Add forgotten culling state changes (45f785d)
- Fix mouse cursor visibility with Union Mouse Wrapper in G1 (833adfa)
- Force showing mouse cursor in settings (833adfa)
v17.7-dev34
- Remove harmful patch for G1 (3...
v17.8-dev1_pipelineupdate
Generated release from GitHub Actions
v0.1-ci-2
Generated release from GitHub Actions
v17.7-dev20 - Spacer.NET Support and automatic builds with GitHub Action workflows
- Introduced separate build for Spacer.NET usage
- These builds also work with regular Gothic 2 NotR, but have reduced performance, due to Spacer.NET handling code.
- they are recommended for your typical mod development installation, where Spacer.NET is installed.
- builds are now automatically build by GitHub actions, so people can rest assured that the code that's on GitHub is the code that built the release!
- These releases all come with a
xyz.zip.sha256
hash, which lets you verify that you downloaded the correct file
- These releases all come with a
Generated release from GitHub Actions
v17.7-dev19-fix4 - Fixes (Ghost) NPC detection in Returning 2 AB/NB
- Implemented "vob is npc" check using zCClassDef comparison for the whole inheritance chain.
v17.7-dev19-fix3 - regression regarding dynamic shadows fixed
- 9573f16 @SaiyansKing
- Fix dynamic shadows
Fix winding order when rendering skeletal meshes within dynamic shadows that makes some lights disappear
- Fix dynamic shadows
EDIT: The Gothic 2 AVX build is actually built with AVX2 optimizations!. I changed the filename accordingly.