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Full changelog of IX-Ray 1.6 project
- Added engine version to shader cache path (@Drombeys)
- Fixed work
r__detail_density
console command (@Drombeys)
- Enabled
/EHsc
for all configs (@ForserX)
- Added font glyph support for additional codepages (@ForserX)
- Added subdirectories support for addon directory (@ForserX)
- Fixed
mouse4
andmouse5
buttons (@ForserX) - Fixed keyname translate (@ForserX)
- Fixed UTF8 issues (@ForserX)
- Reduced
hud viewport near
to0.01
(@Drombeys) - Removed 44100 Hz sound rate assertion (@Hozar2002)
- Switched to vector resizing instead of clearing where possible (@Drombeys)
- Restored Alt key use for release configuration (@ForserX)
- Added accounting
r2_lumscale_sky
on D3D9 (@Drombeys) - Added hot reload for details (@Drombeys)
- Added weather effects skipping when actor is indoor (@v2v3v4)
- Fixed
vid_scale_mode
console command (@Drombeys, @Hozar2002) - Fixed 127 bones support (@Hozar2002)
- Fixed bug with light culling (@v2v3v4)
- Fixed incorrect details array size on D3D9 (@Hozar2002)
- Fixed occlusion activation (@ForserX)
- Fixed volumetric smoke rendering (@Hozar2002, @ForserX)
- Implemented
r__detail_radius
console command (@Drombeys) - Improved fog for forward geometry (@Hozar2002, @Drombeys)
- Improved grass rendering on D3D9 (@Hozar2002, @Drombeys)
- Refined detailed objects to be placed only in outdoorsector (@v2v3v4)
- Splitted saturation and vignette shaders (@Drombeys, @Hozar2002)
- Added additional character information to inventory (@Drombeys, @Hozar2002)
- Added additional inventory management buttons (@Hozar2002)
- Added basic SWM 2.1 legs models support (@Hozar2002)
- Added game default config (@ForserX)
- Added monster anims sync in MP support (@MiX225)
- Added mp console command (@MiX225)
- Added on-map users spot-marks support (@ForserX)
- Added optional generation of rank and reputation in NPC profiles (@Drombeys, @Hozar2002)
- Exported
CMapManager
to LUA (@ForserX) - Fixed reading custom
hud_fov
parameter (@Drombeys) - Implemented legs system (@Hozar2002)
- Ported OMP functions for
freemp
mode (@MiX225) - Reworked
anim_fake
object dispatch (@Drombeys) - Updated car dashboard (@Hozar2002)
- Added
r2_saturation
to graphics options (@Drombeys) - Added default hands model (@Hozar2002)
- Decoupled script functional (@ForserX)
- Added
CLevelEditor
class for PIE (@ForserX) - Added
Ignore Materials
support for LevelEditor (@ForserX) - Added camera position draw (@ForserX)
- Added community fixes for LevelEditor (@ForserX)
- Added drag-n-drop for BoneParts (@ForserX, @abramcumner, @Romann)
- Added exit button to debug menu (@Drombeys)
- Added Lua snippets support (@Drombeys)
- Added PIE support for xrGame (@isoboleskiy)
- Added properties and multiselect for library editor (@ForserX)
- Added support moving gizmo at mouse pos by shortcuts (@ForserX)
- Added theme editor (@ForserX)
- Added unfocused windows transparency and docking in
Light Anim Editor
(@Romann) - Added windows transparent without focus and docking (@ForserX)
- Fixed loading sound environment parameters (@ForserX)
- Fixed merged LOD texture build fail cancelling level build (@VodkaNET)
- Fixed mouse moving in viewport with other monitor (@ForserX)
- Fixed mouse postion update into editor viewport (@ForserX)
- Adjusted colors in tools (@Romann)
- Implemented
Move Camera To
view (@ForserX) - Improved
Library Editor
view (@ForserX) - Renamed tools in
Edit Mode
page (@Drombeys) - Replaced message box
object[%s] already in group
with Msg (@ForserX) - Restored Sound Environment choose form (@ForserX)
- Reworked main toolbar in Level Editor (@Drombeys)
- Reworked UI in LevelEditor (@ForserX)
- Added oneTBB packages to Windows platform (@ForserX)
- Applied code formatting for shaders (@acidicMercury8, @Drombeys)
- Deleted legacy plugins (@ForserX)
- Disabled build x86 config (@ForserX)
- Enabled Dependabot (@acidicMercury8)
- Enabled Linux presets for compressor in building workflow (@acidicMercury8)
- Fixed MarkdownLint settings (@acidicMercury8)
- Fixed memory corruption (@ForserX)
- Fixed output paths and runpath issues on Linux (@acidicMercury8)
- Improved CMake projects (@ForserX)
- Renamed shader extensions (@Drombeys)
- Replaced Luabind (@ForserX, @Im-Dex, @Giperion)
- Replaced LuaJIT (@ForserX, @Drombeys, @acidicMercury8, @abramcumner)
- Replaced LZO with NuGet package (@acidicMercury8)
- Reworked linking on Linux to avoid symlinks (@acidicMercury8)
- Splitted compressor presets by systems (@acidicMercury8)
- Updated caching packages in building workflow (@acidicMercury8)
- Updated common documents and configs (@acidicMercury8, @Drombeys, @ggGhosTt)
- Updated Git ignore config (@Drombeys)
- Updated presets and artifacts names (@acidicMercury8)
- Added
CCC_Boolean
support in menu options (@ForserX) - Added
CCC_Mask16
support forFlags16
(@ForserX) - Added
is_actor_shadow
export to Lua (@ggGhosTt) - Added
set_actor_shadow
export to Lua (@ggGhosTt) - Added check for multiplayer module being available (@ForserX)
- Added FPS limit console command (@v2v3v4)
- Added message to log about duplicate XML section (@Drombeys)
- Added platform-specific functions for path retrieval (@ggGhosTt)
- Added support for mimalloc memory allocator (@ForserX, @Drombeys, @acidicMercury8)
- Disabled fullscreen on non-release configurations (@Drombeys)
- Disabled registration of MP commands in single builds (@Drombeys)
- Disabled teleport using
demo_record
command (@Drombeys) - Fixed and simplified window mode change and resize (@ggGhosTt)
- Fixed automatic resolution selection (@Drombeys, @Hozar2002, @ugozapad)
- Fixed bug with
m_max_depth
is-1
(@ForserX) - Fixed collision disabling mechanism (@v2v3v4)
- Fixed ImGui windows hiding (@ForserX)
- Fixed Linux build (@ggGhosTt)
- Made resources thread-safe (@ForserX)
- Moved statistics positions (@Drombeys)
- Reimplemented global time factor influence on sound (@v2v3v4)
- Removed Loki dependency usage in class registrator (@ForserX)
- Removed redundant bone calculations (@v2v3v4)
- Renamed log file (@Drombeys)
- Replaced message types in logging (@Drombeys)
- Added
jitter
to render (@Hozar2002) - Added
rs_render_portals
command (@v2v3v4) - Added ability to customize volumetric light parameters for
CCustomZone
(@ForserX) - Added assert for incorrect
addShaderOption
using (@Hozar2002) - Added base PBS (@Hozar2002)
- Added calculation of motion vectors (@Hozar2002)
- Added caustics textures for new water shader (@Hozar2002)
- Added chromatic aberration and vignette postprocess (@ForserX, @Drombeys)
- Added Contrast Adaptive Sharpening (@LVutner)
- Added fog dependency on draw distance multiplier (@Hozar2002)
- Added GTAO (@LVutner)
- Added Hashed alpha testing (@LVutner, @Hozar2002)
- Added smart hud matrix switch (@Hozar2002)
- Added smoothed particles (@v2v3v4)
- Deleted HBAO (@ForserX)
- Deleted unused indirect light GI (@Drombeys)
- Deleted unused legacy console commands (@Drombeys)
- Deleted unused shaders (@Hozar2002)
- Enabled debugging of materials without Master Gold (@Hozar2002, @Drombeys)
- Fixed actor shadows on static lighting (@v2v3v4)
- Fixed blurred fonts (@Hozar2002)
- Fixed broken savedgame preview on D3D9 (@Hozar2002)
- Fixed crash on
D3D_USAGE_DEFAULT
creation (@Hozar2002) - Fixed far cascades (@Drombeys)
- Fixed loading video on AMD graphics cards (@ForserX)
- Fixed NVAPI initialization (@ForserX)
- Fixed object outlining (@Hozar2002)
- Fixed portals visibility in fog (@v2v3v4)
- Fixed setting of
RFLAG_CLOUD_SHADOWS
flag (@Drombeys) - Fixed sun-shafts black square issue on low rendering distance (@Hozar2002)
- Fixed sunmask intensity (@Hozar2002)
- Fixed texture post-processing (@Hozar2002)
- Fixed work on D3D10 Feature Level (@Hozar2002)
- Implemented contact shadows on player HUD on D3D11 (@Hozar2002)
- Implemented DLSS support (@Hozar2002, @Drombeys, @Vertver)
- Implemented FSR2 support (@Hozar2002)
- Implemented new G-buffer packing functions (@Hozar2002)
- Implemented new step parallax algorithm (@Hozar2002, @Baryshev194)
- Implemented resolution scaling (@Hozar2002)
- Implemented sector-based detail culling (@v2v3v4)
- Implemented SSLR water (@Hozar2002)
- Implemented subsurface scattering on leafs on D3D11 (@Hozar2002)
- Improved fog functionality on R2 (@Hozar2002)
- Improved high DPI font scaling (@Hozar2002)
- Improved texture rendering with DXT1 Alpha compression (@Hozar2002)
- Increased bones amount for D3D11 (@Hozar2002)
- Increased virtual height of lighting (@Hozar2002, @Drombeys)
- Optimized renders (@v2v3v4)
- Refactored all shaders (@Hozar2002)
- Refactored shadow blenders (@Hozar2002)
- Removed G-buffer optimizations from render and shaders (@Hozar2002)
- Renamed and regrouped console commands in renders (@Drombeys)
- Replaced GSC default SSAO shader (@Hozar2002, @nuclearfag)
- Replaced position by hardware depth (@Hozar2002)
- Reworked all shaders (@Hozar2002)
- Reworked transfer of defines to shaders (@Hozar2002)
- Separated statistic on screen (@Hozar2002)
- Switched to standard allocator for renderers (@ForserX)
- Moved sky rendering to frame start (@Hozar2002)
- Moved tonemaping execution after forward rendering (@Hozar2002)
- Unified forward and refactor blenders (@Hozar2002)
- Unlocked multi-threaded texture loading (@Drombeys)
- Updated shaders for forward pass (@Hozar2002)
- Updated shaders for new render system (@Hozar2002)
- Added
use_text
property forCEatableItem
module (@ForserX) - Added ability to define
phantom_section
inpsy-dog
config (@OldSerpskiStalker) - Added
is_actor_outdoors()
export to Lua (@OldSerpskiStalker) - Added assert
foot bone not found
(@ForserX) - Added check for autosave mode in manager (@Drombeys)
- Added custom interface style support for elite detector (@v2v3v4)
- Added editbox to trackbar (@ForserX)
- Added game start effect (@VOIN101)
- Added hack for old models (@OldSerpskiStalker)
- Added helper console commands (@v2v3v4)
- Added inertia and collision externals (@Shtrecker)
- Added items usage exports to Lua (@ForserX)
- Attached detector model in third-person view mode (@v2v3v4)
- Enabled
ai_obstacle
for anomalies and damage to stalkers from them (@v2v3v4) - Enabled
anm_bore
for binoculars (@v2v3v4) - Fixed actor weapon fire vectors (@v2v3v4)
- Fixed animation blending (@v2v3v4)
- Fixed actor update condition within cutscenes (@ForserX)
- Fixed crashing on unknow
icon
parameter in monster character (@OldSerpskiStalker) - Fixed crows AI fly target position (@v2v3v4)
- Fixed detector switch (@v2v3v4)
- Fixed detectors switching handling (@v2v3v4)
- Fixed food weight calculation (@ForserX)
- Fixed hidden NPC markers on map (@Drombeys)
- Fixed missing task icon after task change (@Drombeys)
- Fixed objects being picked up while not visible (@v2v3v4)
- Fixed stalkers staring at floor/ceiling during combat (@OldSerpskiStalker)
- Fixed string expression use in ProgressBar control (@ForserX)
- Added inventory item ignore when picking up items (@v2v3v4)
- Added FPS counter disable option (@Drombeys)
- Implemented HUD animator (@ForserX, @v2v3v4, @Shtrecker)
- Implemented multispawn for mutant inventory (@OldSerpskiStalker)
- Implemented third-person view camera collision and inertia (@v2v3v4)
- Improved
stalker_combat_actions
schemes (@OldSerpskiStalker) - Improved stalker AI (@v2v3v4)
- Improved third-person view camera (@v2v3v4)
- Moved
RotationFactor
toupdateCL
in third-person view mode (@v2v3v4) - Moved engine version output to
MainMenu
module (@Drombeys) - Moved engine version output to right side of main menu (@Drombeys)
- Optimized sun shadows on grass (@v2v3v4)
- Refactored detector module (@v2v3v4)
- Reverted Make IK stop further than 100 m from actor position (@Drombeys)
- Updated HUD system (@v2v3v4)
- Added additional localizations for
ui_st_ixray.xml
(@ggGhosTt, @nikitalebedin, @acidicMercury8) - Added GTAO to options (@ForserX, @Drombeys)
- Added headings to group options (@Drombeys, @Hozar2002)
- Added locking of dependent graphical options (@Drombeys)
- Added new graphical options to settings (@Drombeys)
- Added scaling options to graphics settings (@Drombeys, @Hozar2002)
- Decreased volume adjustment increment (@Drombeys)
- Deleted
g_autoreload
to gameplay options (@Drombeys) - Disabled DoF when reloading on RG-6 (@Drombeys)
- Fixed crash with english locale (@Drombeys)
- Moved added localization to common file (@Drombeys)
- Moved VSync settings to video options (@Drombeys)
- Reverted surge manager tweaks (@ForserX)
- Reworked graphics options (@Drombeys, @Hozar2002)
- Reworked new icons (@Drombeys)
- Reworked presets for graphics settings (@Drombeys)
- Uploaded additional localization files (@ggGhosTt)
- Added
Darkness Embrace
theme (@ForserX) - Added
PreviewObject
support for Actor Editor (@ForserX) - Added 32 bits animation support to Actor Editor (@ForserX)
- Added Actor Editor fixes (@VaIeroK)
- Added an ability to specify path to OMF for models (@v2v3v4)
- Added associative file support for Actor Editor (@ForserX)
- Added base 3ds Max plugin (@ForserX)
- Added base node system (@ForserX)
- Added camera effector viewer (@ForserX)
- Added docking support for Image Editor (@ForserX)
- Added Drag-n-Drop object support for OMF and SKL files (@ForserX)
- Added hack for Gunslinger animations in Actor Editor (@ForserX)
- Added hack for properties update after change (@ForserX)
- Added JSON serialization for editors (@ForserX)
- Added Maya 2024 plugin by Ray of Hope (@ForserX)
- Added motions sorting (@ForserX)
- Added PBR light model to THM (@Hozar2002)
- Added PostProcess editor source code (@ForserX)
- Added selected move highlight to
CUIToolbar
control (@ForserX) - Added stats and filesystem fixes (@ForserX)
- Added support export for 32 bit animations (@Mortan)
- Added support for texture show/hide rendertarget viewport in Shader Debug (@ForserX)
- Deleted network compilation code (@DimaKuzmin, @ForserX)
- Fixed control inputs in Shader and Particle Editors (@VodkaNET)
- Fixed cubemap texture creation (@ForserX)
- Fixed default limits in weather editor (@Drombeys)
- Fixed DM format export (@ForserX, @saas)
- Fixed model compression (@ForserX)
- Fixed mouse input work (@ForserX)
- Fixed multi-threaded log in SDK (@ForserX)
- Implemented create/clone/remove particle buttons (@ForserX)
- Increased bones amount in editors (@ForserX)
- Merged PostProcess and Actor editors (@ForserX)
- Moved
Make Thumbnail
button to top bar (@ForserX) - Ported editors base to Visual Studio 2022 (@isoboleskiy, @ForserX)
- Added debugger reconnection on level change (@ForserX)
- Restored faces optimization in actor editor (@ForserX)
- Updated Maya plugin (@ForserX, @abramcumner, @StalkMen, Moddera)
- Added compressor option to CMake (@ForserX)
- Added GDB config (@ForserX, @vertver)
- Added LuaPanda sources (@ForserX)
- Added LuaSocket sources (@ForserX)
- Added LuaUtf8 plugin (@ForserX)
- Added LuaXML plugin (@ForserX)
- Added LZO sources (@ForserX)
- Added oneTBB NuGet package (@ForserX, @acidicMercury8)
- Added upgraded OPCODE files (@ForserX)
- Disabled ImGui debug render on Release build (@ForserX)
- Enabled publishing RelWithDebInfo configuration in
publish-engine
job (@Drombeys) - Fixed warnings (@Drombeys, @ForserX)
- Implemented basic Linux support (@ForserX)
- Implemented changelog builder (@Drombeys)
- Improved CMake projects structure (@ForserX)
- Moved MagicFM into 3rd Party directory (@ForserX)
- Replaced
xr_new
use with redefined allocator (@ForserX) - Replaced DirectPlay 8 with GameNetworkingSockets in xrNetServer (@ForserX, @acidicMercury8)
- Updated
magic_enum
dependency (@ForserX) - Updated application icon (@Drombeys)
- Added
$arch_dir_addons$
for addons (@ForserX) - Added
parallel_for
tocompute_static_cover
method (@ForserX) - Added base multi-threading types (@ForserX)
- Added calculation for file size (@ForserX)
- Added fonts from X-Ray file system for ImGUI (@ForserX, @Drombeys)
- Added new LZO project (@ForserX)
- Added null game factory (@ForserX)
- Added objects iterator to Luabind (@ForserX)
- Added UTF8 helper functions (@ForserX)
- Added Win1252 codepage support (@ForserX, @ggGhosTt)
- Deleted
D3D9-Null
project (@ForserX) - Deleted dead code in
NET_Packet
(@ForserX) - Deleted deprecated
__stdcall
use (@ForserX) - Deleted deprecated Lua debug tools (@ForserX)
- Enabled
/sdl
compile option (@Drombeys) - Enabled file exclusion support in filesystem (@ForserX)
- Enabled printing GPU info to log (@v2v3v4)
- Enabled Steam Sockets only when
IXRAY_MP
option is set (@ForserX) - Fixed
Alt+I
andCtrl+Alt+I
hotkeys work (@ForserX) - Fixed
CLocatorAPI::Recurse
method (@ForserX) - Fixed application not closing on window manager request (@ggGhosTt)
- Fixed Discord activation on game start (@ForserX)
- Fixed double UTF8 cast (@ForserX)
- Fixed flushing log on application close (@Hozar2002)
- Fixed incorrect hook stack using (@ForserX)
- Fixed iterators definition (@Drombeys)
- Fixed valid function in
_cylinder
module (@Drombeys) - Fixed XML Expression work without
Actor
pointer (@ForserX) - Fixed xrCore build on ARM64 (@ForserX)
- Implemented CDB caching system (@ForserX, @Drombeys)
- Implemented device overloading (@ForserX)
- Implemented DLTX support (@ForserX)
- Implemented FPS counter (@OldSerpskiStalker, @ForserX)
- Implemented heterogeneous lookup for
shared_str
andxr_string
(@ForserX) - Implemented safeguards for user settings handling (@ForserX)
- Implemented spawn particles console command (@v2v3v4)
- Implemented LuaSockets and LuaPanda support (@ForserX)
- Implemented thread-safe casting for UTF-8 conversions (@ForserX)
- Implemented XMLOverride subsystem (@ForserX)
- Improved output of
StackTrace
log (@OldSerpskiStalker) - Initialized gamepad support (@ForserX)
- Made
CObjectSpace
thread-safe (@ForserX) - Made
ray_collider
non-template (@ForserX) - Moved logging in separate thread (@Drombeys, @Giperion, @ForserX)
- Performed cleanup on xrPhysics (@ForserX)
- Refactored
g_actor
external (@Hozar2002) - Removed
.0000
fromfloat
/double
toxr_string
conversion (@ForserX) - Replaced
__super
withinherited
inCGamePersistent
class (@ugozapad) - Replaced
GetTickCount
callings withSDL_GetTicks
(@ForserX) - Resolved multiple memory corruption issues (@ForserX)
- Reworked
Core.Params
using (@ForserX) - Reworked doug lea allocator (@ForserX)
- Reworked ImGUI integration (@ForserX, @ugozapad)
- Transferred code to base X-Ray types and functions (@ForserX)
- Updated xrCDB to use new OPCODE (@ForserX)
- Added
mtParticles
console command (@v2v3v4) - Added
r_particles_real_dt
console command (@v2v3v4) - Added 32 bit animations support (@ForserX)
- Added forced window synchronization (@Drombeys, @ForserX)
- Added optional particle effect lifetimes in real delta time mode (@v2v3v4)
- Disabled shedule optimizations for
CTorridzone::net_destroy()
method (@v2v3v4) - Fixed bullet tracer rendering (@Hozar2002)
- Fixed console drawing in debug mode (@ugozapad)
- Fixed cursor dragging when centered (@ggGhosTt)
- Fixed debug render (@ugozapad)
- Fixed detail positioning on curved surfaces (@v2v3v4)
- Fixed display mode enumeration (@ugozapad)
- Fixed fullscreen behaviour (@ggGhosTt, @Drombeys, @ugozapad)
- Fixed memory leaks in font creation (@Drombeys)
- Fixed volumetric fog working without texture (@ForserX)
- Fixed window resizing (@ugozapad)
- Implemented
D3D9FindShaderComment
function and shader utils (@Drombeys) - Implemented geometry culling (@tatarinrafa, @ggGhosTt)
- Implemented loading screen in XML (@ggGhosTt)
- Implemented multi-threaded processing for particles (@ForserX)
- Integrated DxErr library for DirectX errors debugging (@ForserX)
- Made shader cache usage optional (@MAYLAYSHEZ)
- Omitted container creation from stack (@ForserX)
- Refactored
dx9Texture
module (@Drombeys) - Removed hardcoded wallmarks type (@ForserX)
- Replaced D3DX with DirectXTex for texture creating (@Drombeys, @Hozar2002)
- Replaced D3DX with DirectXTex for texture loading (@Drombeys, @Hozar2002, @ugozapad)
- Restored parallel texture loading (@ForserX, @Drombeys)
- Reworked particles update switcher (@ForserX)
- Added
disable_bore
parameter (@Shtrecker) - Added ability to enable anomalies reaction to NPC (@MAYLAYSHEZ)
- Added ability to enable NPCs look at actor (@ggGhosTt, @v2v3v4)
- Added base mutant synchronization (@Hozar2002, @pavelspitsin)
- Added camera-switch control to change between car cameras (@ggGhosTt)
- Added car light indicator (@ForserX)
- Added configurable respawn time to smart covers (@OldSerpskiStalker)
- Added custom car use callbacks (@ForserX)
- Added default sound device change system event (@ForserX)
- Added FreeMP mode (@ForserX)
- Added localizable strings to saves (@Drombeys)
- Added motion-based weapon tilt (@ShokerStlk)
- Added multi spawn loadouts feature (@OldSerpskiStalker)
- Added multiple item spawning to
g_spawn
console command (@Drombeys) - Added name and icon of car (@ForserX)
- Added optional hud sound overlapping (@Shtrecker, @ggGhosTt)
- Added speed multiplier for hud motions (@ggGhosTt)
- Added usable car trunk feature (@ForserX)
- Added weapon collision system (@Shtrecker, @ShokerStlk)
- Added weapon inertion (@Shtrecker, @ShokerStlk)
- Added workaround for
border.empty()
crash (@ForserX, @Alundaio) - Added XML Expression support to
CUIStatic
class (@ForserX) - Applied
psSoundRolloff
to linear fade (@ForserX) - Bypassed actor's death during surge in god mode (@ggGhosTt)
- Deleted
snd_targets
andsnd_cache_size
commands (@Shtrecker) - Deleted verify in
CExplosive::GenExplodeEvent
method (@Drombeys) - Enabled
hud_adjust
on RelWithDebInfo configuration (@ForserX) - Enhanced FreeMP mode functionality (@ForserX)
- Fixed
cannot find rank for
crash error (@Drombeys) - Fixed
CWeaponRG6
class weapons shooting method (@Shtrecker) - Fixed
explosion_hit_types
parameter parsing (@Shtrecker) - Fixed 4:3 slots coordinates (@ForserX)
- Fixed actor's car animations (@ggGhosTt, @v2v3v4)
- Fixed artifact condition in inventory (@OldSerpskiStalker)
- Fixed basic vehicle bugs (@ForserX)
- Fixed crash at
CCC_ALifeTimeFactor::Info
method (@ugozapad) - Fixed dedicated server functionality (@ForserX)
- Fixed dedicated server working (@ForserX)
- Fixed elevator bug (@v2v3v4)
- Fixed empty barrel shooting for
CWeaponRG6
class weapons (@Shtrecker) - Fixed error when actor die in vehicle (@MAYLAYSHEZ)
- Fixed flash period time for simple detector (@Shtrecker, @gunslingermod)
- Fixed hands ancor load (@ForserX)
- Fixed hiding animation (@Shtrecker)
- Fixed incorrect addons position drawing in UI (@ForserX)
- Fixed incorrect AI load call (@ForserX)
- Fixed issues with grenades (@ForserX)
- Fixed misfire status reset on load (@Shtrecker)
- Fixed movement of fixed elements (@v2v3v4)
- Fixed multiplayer server functionality (@ForserX)
- Fixed night vision deactivation on helmet drop (@Shtrecker)
- Fixed NPC reaction in
CarWeapon
module (@MAYLAYSHEZ) - Fixed parameters reset on travel to location event (@Shtrecker, @mortany)
- Fixed pseudogiant's stomp damage on actor's jump (@Shtrecker)
- Fixed scrollbar size after scripted window change (@ForserX)
- Fixed shooting from weapons on
CWeaponRPG7
andCWeaponRG6
class (@Shtrecker) - Fixed shooting state (@Shtrecker)
- Fixed trader sound plays from him, not in actor head (@MAYLAYSHEZ)
- Fixed UI debug text (@ugozapad)
- Fixed weapon reloading (@Shtrecker)
- Fixed zoom factor reset on load (@Shtrecker)
- Implemented UI panel of vehicle (@ForserX)
- Increased sound targets size (@Shtrecker)
- Made autoreload optional (@Shtrecker)
- Made car dashboard (@ForserX)
- Made car doors usable (@ForserX, @v2v3v4)
- Made monster looting optional (@ForserX)
- Made sprint block while reloading optional (@Shtrecker)
- Optimized font texture atlas generation (@Hozar2002)
- Refactored stopping run in shooting (@Shtrecker)
- Refactored tri state reload (@Shtrecker)
- Removed artifact particle drawing on actor in MP (@ForserX)
- Removed reload pause on first animation (@Shtrecker)
- Reworked actor state getter (@Shtrecker)
- Skipped incorrect action names (@ForserX)
- Stopped
damage_particles
if car explode (@MAYLAYSHEZ)
- Added
trees_amplitude
parameter to weather editor (@ForserX) - Added ability to disable
InfoPortion
inActor InfoPortions
view (@Drombeys) - Added base props for editors (@ForserX)
- Added EditorRender and EditorEngineAPI projects (@ForserX)
- Added EditorsProps project (@ForserX)
- Added Lua Code window (@ForserX)
- Enabled
IXRAY_USE_R1
option in utilities presets (@Drombeys, @acidicMercury8) - Fixed
CPostProcessValue::get_value
method work (@ForserX) - Fixed inversion of sky colors in weather editor (@Drombeys)
- Fixed weather editor sun position adjustment (@ggGhosTt)
- Implemented base PPE UI (@ForserX)
- Implemented ImGui scenes viewer (@Drombeys)
- Implemented non-recursive version of
OA_Unwarp
method (@ForserX, @range-vs) - Implemented output of given
InfoPortion
(@ForserX) - Implemented texture copy utility (@Hozar2002)
- Ported base xrECore code (@ForserX)
- Added
graffiti22
value (@ForserX) - Added
hide_detector
function export to Lua (@ForserX) - Added ability to change
CSE_AlifeObject
variables in Lua (@ForserX) - Added
lua-marshal
support for game saves (@ggGhosTt) - Added export
kQUICK_SAVE
andkQUICK_LOAD
button to scripts (@Drombeys) - Added icon to
m_burer_e
section (@Drombeys) - Added weather control exports (@ggGhosTt)
- Deleted strafe in aiming (@VOIN101)
- Exported actor movement states (@Shtrecker)
- Exported boosters to Lua scripts (@Shtrecker)
- Exported god mode state check to lua (@ggGhosTt)
- Exported torch click sound into config (@ForserX)
- Exported weapons methods to Lua scripts (@ForserX, @Alundaio)
- Fixed shotgun animations (@VOIN101)
- Moved Lua export of basic types from xrGame to xrScripts (@ForserX)
- Reworked fetching dependencies script (@ForserX)
- Tweaked Lua surge manager (@ggGhosTt)
- Tweaked Lua weather manager (@ggGhosTt)
- Added GPU SDK files (@ForserX)
- Added magic_enum dependency (@Drombeys)
- Added xrScripts project (@ForserX)
- Deleted old weather editor code (@ForserX)
- Deleted xrCPU_Pipe project (@v2v3v4, @ForserX)
- Fixed warnings (@Drombeys, @ForserX)
- Implemented GitParser with CMake and Git commands (@acidicMercury8)
- Improved CMake projects structure (@ForserX)
- Updated pack artifacts script (@acidicMercury8)
- Added
xr_shared_ptr
andxr_unique_ptr
aliases and helpers (@ForserX) - Added colors for debug console (@Vertver)
- Added in-game debug toolbar (@Vertver)
- Added tokens for console variables (@Vertver)
- Deleted
SetThreadAffinityMask
function call (@v2v3v4) - Fixed some memory leaks and copy-pastes (@MAYLAYSHEZ)
- Implemented
CCC_Boolean
class for boolean console variables (@ForserX) - Implemented
invert44
method in matrix module (@v2v3v4) - Implemented
OrthographicOffCenterLH
method in matrix module (@v2v3v4) - Implemented SDL3 support (@Vertver)
- Implemented transition to unified SDL input (@ggGhosTt)
- Implemented weather editor with ImGUI (@ForserX)
- Replaced C-style enumerations reflection with magic_enum (@ForserX)
- Simplified event API (@ForserX)
- Implemented A-Life simulation support in multiplayer (@ForserX)
- Implemented loading spawn in multiplayer with
alife
(@ForserX) - Merged A-Life singleplayer and multiplayer functionality (@ForserX)
- Added debug renderer for RelWithDebInfo configuration (@ForserX)
- Added ImGUI rendering (@Vertver)
- Enabled actor shadow on dynamic lighting (@MAYLAYSHEZ)
- Implemented AMD AGS support on D3D11 (@ForserX)
- Implemented debugging for ImGUI (@Vertver, @Hozar2002)
- Implemented font system with FreeType (@ForserX)
- Implemented graphical debugging for ImGUI (@Vertver)
- Refactored render hardware refactoring on D3D9 and D3D11 (@Vertver)
- Added
get_compass_direction
function export to Lua (@ForserX) - Added
ray
function forCObject
in Lua (@ForserX) - Added camera-switch control to change between
cam_1
andcam_2
(@ggGhosTt) - Added collision for
CCameraLook2
(@ggGhosTt, @v2v3v4) - Added compass device class (@ForserX)
- Added exports for camera states in Lua (@ggGhosTt)
- Added INI namespaces (@ForserX)
- Added Lua callbacks (@ForserX)
- Added marshalling and LFS namespaces in Lua (@ForserX)
- Added method exports from
CEatableItem
class (@ForserX) - Added method exports from
CUIWindow
class (@ForserX) - Added nearest namespace in Lua (@ForserX)
- Added return to
WeaponMagazined
wheninventory_owner
doesn't haveactive_item
(@MAYLAYSHEZ) - Added safety checks (@MAYLAYSHEZ)
- Added script callbacks for pressing, releasing and holding button events (@ggGhosTt)
- Added simplified addiction system (@ForserX)
- Added thirst and sleepiness to external features (@ForserX)
- Deleted autoaim code (@ggGhosTt)
- Disabled sprint inertia for third person view (@ggGhosTt)
- Extended
alife
namespace in Lua (@ForserX) - Extended
level
namespace in Lua (@ForserX) - Fixed actor third person view animations (@ggGhosTt)
- Fixed ammo type changing (@Shtrecker)
- Fixed bug with aura of psi dog (@OldSerpskiStalker)
- Fixed bug with infinite zoom when aiming (@MAYLAYSHEZ)
- Fixed cutscene handling in third person view (@ggGhosTt)
- Fixed idle animation playing after unload (@Shtrecker)
- Fixed idle animation when climbing in third person view (@ggGhosTt)
- Fixed incorrect displaying two more ammo types (@MAYLAYSHEZ)
- Fixed incorrect weapon weight calculations (@MAYLAYSHEZ)
- Fixed input in
bind_console
console (@v2v3v4) - Fixed inversion of cartridges and saving them (@Shtrecker)
- Fixed missing grenade from grenade launcher (@MAYLAYSHEZ)
- Fixed parsing in
CCC_Vector3::Execute
method (@ForserX) - Fixed stucked running animation (@MAYLAYSHEZ)
- Fixed third person view gameplay functional work (@ggGhosTt)
- Fixed weapon delay at low FPS (@v2v3v4)
- Fixed weapon handling in third person view (@ggGhosTt)
- Fixed working of
eMonsterSoundIdle
in multiplayer (@ForserX) - Implemented
CCameraLook2
shoulder offset save (@ggGhosTt) - Implemented
xr_strconcat
function (@ForserX) - Implemented blocking all slots when climbing (@ggGhosTt)
- Implemented camera position and type save (@ggGhosTt)
- Implemented camera position change instead of looking out in third person view (@ggGhosTt)
- Implemented config
CCameraLook2
offset parsing (@ggGhosTt) - Implemented dynamic
slots_count
calculation (@ForserX) - Implemented inventory customization (@ForserX)
- Implemented new noclip movement (@v2v3v4)
- Implemented UI auto slot system (@ForserX)
- Implemented visible strapped weapon models for third person view (@ggGhosTt)
- Merged and cleaned
-psp
functional (@ggGhosTt) - Migrated alcohol features to new system (@ForserX)
- Moved
read_sun_config
command toengine_external
config (@Drombeys) - Ported camera noise support from
CCameraFirstEye
toCCameraLook2
(@ggGhosTt) - Replaced
THROW
withVERIFY
inCSpaceRestrictionAbstract
andUIGameTutorial
(@MAYLAYSHEZ) - Set torso pitch to zero for unarmed actor in third person view (@ggGhosTt)
- Simplified update registration (@ForserX)
- Added Native Visualization config (@ForserX)
- Added pipeline for non-Unity build (@acidicMercury8)
- Added Shipping config in CMake (@ForserX)
- Fixed warnings (@Drombeys, @ForserX)
- Implemented Discord Game SDK support (@ForserX, @Drombeys)
- Implemented UnityBuild support for xrGame project (@ForserX)
- Improved CMake projects structure (@ForserX)
- Replaced original icon (@Drombeys, @Z3SA)
- Replaced original splash (@Z3SA)
- Updated pack artifacts script (@acidicMercury8)
- Added device active state control via
rs_device_active
console command (@MAYLAYSHEZ, @ForserX) - Added info for potential
xr_ini
error (@MAYLAYSHEZ) - Corrected callstack printing on debug (@ForserX)
- Disabled
dump_file_mappings
on Debug build (@ForserX) - Disabled assert message in ODE project (@Drombeys)
- Disabled texture dump output on Release configuration (@Drombeys)
- Enabled debug break for defer assert (@ForserX)
- Fixed
parse_level_version
method (@ForserX) - Fixed corruption in
CConsole::ExecuteCommand
on typed wrong name (@MAYLAYSHEZ) - Fixed file mapping on x64 configuration (@ForserX)
- Fixed potential stack overflow (@MAYLAYSHEZ)
- Fixed stack overflow in
CConsole::ExecuteCommand
* Debug conf. was crashing on x64 with this one (@MAYLAYSHEZ) - Fixed window initialization problems (@ForserX, @MAYLAYSHEZ)
- Implemented
CStringTable
singleton (@ForserX) - Implemented PNG splash screen (@MAYLAYSHEZ, @ForserX)
- Implemented ability to play without xrGameSpy library (@ForserX)
- Implemented x64 compatibility of
doug_lea_allocator
(@ForserX) - Implemented XML expression system (@ForserX, @Giperion)
- Printed name of command when сommand disabled (@MAYLAYSHEZ)
- Removed redundant check in
CDestroyablePhysicsObject::OnChangeVisual
(@MAYLAYSHEZ)
- Added ability to control loadscreen tips via
engine_external.ltx
(@MAYLAYSHEZ) - Added landscape render phase (@ForserX)
- Added multiplication by sun color for sunshafts (@MAYLAYSHEZ)
- Added SMAP size control
r__smap_size
[1024 > 4096] (@MAYLAYSHEZ) - Deleted option control
rs_refresh_60hz
from resources (@MAYLAYSHEZ) - Disabled showing SMAA on xrRender_R1 (@Drombeys)
- Enabled
NO_MULTI_INSTANCES
macro for Release configurations (@Drombeys) - Enabled binding wallmark lifetime on dynamic objects to
r__wallmark_ttl
(@MAYLAYSHEZ) - Enabled cleaning G-buffer every frame to avoid
ghostings
(@MAYLAYSHEZ) - Enabled printing THM names when loading on Debug (@MAYLAYSHEZ)
- Enabled releasing system cursor on
rsDeviceActive
flag (@MAYLAYSHEZ) - Fixed
occRasterizer
clearing (@ForserX) - Fixed
parallax_h
not hardcoded and console command workaround (@MAYLAYSHEZ) - Fixed attachment rotation display (@v2v3v4)
- Fixed broken initialization in
VertexCache
default constructor (@MAYLAYSHEZ) - Fixed comparing values of different enum types in
dxUIRender::StartPrimitive
(@MAYLAYSHEZ) - Fixed enumeration of option definitions on D3D10+ (@Drombeys)
- Fixed failed shader compilation error window and message (@MAYLAYSHEZ)
- Fixed fogging in
model_distort4ghost
shader (@ForserX) - Fixed game crash when rendering wallmarks (@MAYLAYSHEZ)
- Fixed incorrect depth stencil initialization in
dx10StateUtils::ValidateState
(@MAYLAYSHEZ) - Fixed initialization order of
L_spot_s
array (@MAYLAYSHEZ) - Fixed limits for
r__detail_density
(@MAYLAYSHEZ) - Fixed loading of unsupported textures (@Hozar2002)
- Fixed memory leak for vertex buffers in
dx103DFluidGrid
(@MAYLAYSHEZ) - Fixed point lights virtual size (@MAYLAYSHEZ)
- Remade
DXGI
to calculate refresh rate by itself for performance (@MAYLAYSHEZ) - Made fonts not change state if there is no text to render (@MAYLAYSHEZ)
- Optimized dynamic objects rendering (@VaIeroK)
- Reimplemented actor shadow for R2-R4 (@MAYLAYSHEZ, @v2v3v4)
- Replaced
D3DFORMAT
withDxgiFormat
in xrRender_R4 project (@Vertver, @Drombeys) - Returned
FORCE_GLOSS
shader definition for R4 (@MAYLAYSHEZ) - Reworked mipmap control (@Drombeys)
- Added
crow
counter fix (@MAYLAYSHEZ) - Added
enable_dof_reload
console command (@ForserX) - Added
is_accessible_vertex_id
function export in Lua (@Drombeys) - Added
valid_vertex_id
function export in Lua (@Drombeys) - Added ability to reload system config via
reload_system_ltx
console command (@MAYLAYSHEZ) - Added actor smooth crouch (@MAYLAYSHEZ)
- Added actor smooth slopes (@MAYLAYSHEZ)
- Added check for object existence in
CheckObjectVisibility
method (@Drombeys) - Added early exit in
NvStripifier::RemoveSmallStrips
with empty list (@MAYLAYSHEZ) - Added initializer for doors (@Drombeys)
- Added locking and unlocking
level_vertex_id
(@Drombeys) - Added Lua export to control global time factor (@MAYLAYSHEZ)
- Applied various fixes to
crow
class (@MAYLAYSHEZ) - Corrected zooming in/out command handler (@MAYLAYSHEZ)
- Added actor movement speed decrease after jump (@MAYLAYSHEZ)
- Disabled cheats command on Release configuration (@Drombeys)
- Disabled redundant
item place
spam (@ForserX) - Enabled calculating distance to enemy by monsters that created sound they hear (@MAYLAYSHEZ)
- Enabled clearing objects and models pools between level loads (@MAYLAYSHEZ)
- Ensured accurate results for
npc:path_completed()
method (@Drombeys) - Fixed
CCameraManager::UpdatePPEffectors()
method (@Drombeys) - Fixed
CHangingLamp
crash (@MAYLAYSHEZ) - Fixed calculation of the shift for IK (@ForserX)
- Fixed crash if enemy is unavailable (@Drombeys)
- Fixed crash in
CPlanner::update
method (@Drombeys) - Fixed crash on incompatible save click (@MAYLAYSHEZ)
- Fixed crash when NPC trying use destroyed object (@v2v3v4)
- Fixed crash when trying to stop inactive script profile timer (@MAYLAYSHEZ)
- Fixed duplicated Lua export for
set_smart_cover_target_idle
function (@MAYLAYSHEZ) - Fixed error in
stalker_animation_global
module when there is no weapon in NPC (@MAYLAYSHEZ) - Fixed for bolt and grenades not allowing to throw them while in
bore
animation (@MAYLAYSHEZ) - Fixed for Demo Record will not start if the level is not loaded (@MAYLAYSHEZ)
- Fixed incorrect count of load stages (@MAYLAYSHEZ)
- Fixed incorrect Lua export name in
CALifeMonsterDetailPathManager
(@MAYLAYSHEZ) - Fixed incorrect NPC memory loading (@MAYLAYSHEZ)
- Fixed incorrect zoom after attaching custom scope to weapon (@MAYLAYSHEZ)
- Fixed luminocity indicator after save load (@MAYLAYSHEZ)
- Fixed memory error when trying to load level, while any level is currently loaded (@MAYLAYSHEZ)
- Fixed message order in PDA (@MAYLAYSHEZ)
- Fixed monsters cant hit actor through object (@MAYLAYSHEZ)
- Fixed mutants running in place (@Drombeys)
- Fixed potential error after load save with dead
psy-dog
(@MAYLAYSHEZ) - Fixed printing
UICost
value (@ForserX) - Fixed redundant
list_idx == e_outfit
check inUIMpTradeWnd_misc
(@MAYLAYSHEZ) - Fixed run animations of NPC in panic state (@MAYLAYSHEZ)
- Fixed torch light rotation on
cam_2
(@ForserX) - Fixed weapon camera effector (@MAYLAYSHEZ)
- Fixed zero
scope_zoom_factor
(@xrEugene) - Implemented XML expressions for MP mode (@ForserX)
- Added levels vector clearing on quit (@MAYLAYSHEZ)
- Moved descriptions of detector's eye zones in one place (@ForserX)
- Prevented crash due
reserve()
call witharg < 0
(@MAYLAYSHEZ) - Removed duplicate
mstate_r1&mcLanding
in condition inActorAnimation
(@MAYLAYSHEZ) - Restored ability to set more than one wallmark to entity or ammo and explosive (@MAYLAYSHEZ)
- Added
SNDENV_VER_IXR
and cast EAX values to EFX inSoundRender
(@ForserX) - Added default sound device to sound devices list (@ForserX)
- Added global time factor influence on sound (@MAYLAYSHEZ)
- Added torch switch sound (@ForserX)
- Added weapon aim sound (@xrEugene)
- Applied sound effects zones for sound source (@ForserX)
- Disabled EFX for video and music (@ForserX)
- Fixed ambiguity with
set_volume
inHudSound
module (@MAYLAYSHEZ) - Forced mute all sounds when loading save (@MAYLAYSHEZ)
- Implemented ability to disable EFX (@ForserX)
- Implemented skipping lightmap textures compression (@Drombeys)
- Implemented skipping subdivide geometry (@Drombeys)
- Implemented skipping tesselate geometry (@Drombeys)
- Deleted Boost files (@ForserX)
- Enabled C++20 for all projects (@ForserX)
- Enabled printing compressor log on pipeline (@Drombeys)
- Enabled Unicode globally (@ForserX)
- Fixed utilities building issues (@ForserX, @Drombeys, @acidicMercury8, @vadvalskiy)
- Fixed x64 runtime issues (@ForserX, @Drombeys)
- Improved projects structure (@ForserX, @Drombeys, @acidicMercury8)
- Replaced DirectXTex with nvtt in xrDXT project (@ForserX)
- Replaced FreeImage with NuGet package (@ForserX, @acidicMercury8)
- Replaced Luabind with non-Boost version (@ForserX)
- Replaced LuaJIT with NuGet package (@ForserX, @acidicMercury8)
- Restructured building workflows and pipelines (@acidicMercury8, @Drombeys)
- Restructured render folders with refactoring (@Drombeys)
- Reworked memory allocator and memory modules (@ForserX)
- Added defferred
R_ASSERT
event (@ForserX) - Added invalidate state for rain (@MAYLAYSHEZ)
- Deleted
ttapi
module (@Drombeys) - Deleted hardcode for level box (@ForserX)
- Disabled reading
user.ltx
config in root folder (@Drombeys) - Enabled printing class ID error to log on release configuration (@ForserX)
- Enabled printing Lua stack information and variables to log (@ForserX)
- Enabled weather logging macros on non
MASTER_GOLD
configurations (@MAYLAYSHEZ) - Enabled window minimization on
do_exit
andterminate
calls (@MAYLAYSHEZ) - Fixed drop FPS for not valid spawn position of object (@OldSerpskiStalker)
- Fixed game closing after error on not connected debugger (@MAYLAYSHEZ)
- Fixed infinite unhandled crash handler execution (@MAYLAYSHEZ)
- Fixed rain sound after loading or changing level (@MAYLAYSHEZ)
- Fixed sound buffer size (@ForserX)
- Fixed to use normal system devices by OpenAL Soft (@ForserX)
- Fixed weather cycles loading (@MAYLAYSHEZ)
- Fixed window minimization unhandled error (@MAYLAYSHEZ)
- Fixed wrong variable name assignment in sound environment (@johncurley)
- Implemented new stack walker (@ForserX)
- Implemented rain and thunderbolt starting delay (@MAYLAYSHEZ)
- Moved xrXMLParser to xrCore (@ForserX)
- Optimized weapon sounds update (@VaIeroK)
- Rewritten CPUID module (@ForserX)
- Rewritten CRC32 without Boost (@ForserX)
- Rewritten renders iterator (@Drombeys, @Hozar2002)
- Rewritten timers (@mortany, @ForserX)
- Set special function for termination (@MAYLAYSHEZ)
- Added
-dxdebug
key instead DirectX debug flag (@Drombeys) - Added support volumemap to D3D11 render (@Vertver)
- Deleted
*_nomsaa
related shaders (@Drombeys) - Deleted
advancedpp
option (@Drombeys) - Deleted
albedo_wo
option (@Drombeys) - Deleted
blur
option (@Drombeys) - Deleted
r__supersample
command (@Drombeys) - Deleted
r3_msaa_alphatest
command (@Drombeys) - Deleted
xrSkin2W_SSE
module (@Drombeys) - Deleted MSAA in render (@Drombeys)
- Deleted MSAA in resources (@Drombeys)
- Deleted unused
ConsoleRender
module (@Drombeys) - Fixed crash on bones synchronization (@Drombeys)
- Fixed distorted glass displaying on static lighting (@Hozar2002)
- Fixed double
ShaderResourceView
creation (@Vertver) - Fixed memory leak in
CDetailManager
class (@Drombeys) - Fixed mipmap loading (@Drombeys)
- Fixed sun shadows on xrRender_R2 (@Drombeys)
- Fixed wallmarks on dynamic objects (@OldSerpskiStalker)
- Implemented
D3D_FEATURE_LEVEL_11_1
support (@Vertver) - Implemented
r2_cloud_shadows
command (@Drombeys, @Hozar2002) - Implemented
r2_def_aref_quality
command (@Drombeys, @Hozar2002) - Implemented disabling of shader cache reading (@Hozar2002)
- Implemented displaying window node name by cursor focus (@Hrusteckiy)
- Implemented FXAA on static lightning (@Hozar2002)
- Implemented optional parallel textures loading (@MAYLAYSHEZ)
- Implemented RenderDoc support (@ForserX)
- Implemented rendertarget resolution acquisition (@Vertver, @Drombeys)
- Implemented SMAA in xrRender_R2 (@Hozar2002)
- Implemented texture stagging control for all renders (@MAYLAYSHEZ)
- Increased value of
rsDVB_Size
variable (@Drombeys) - Set initial values of
CROS_impl
class variables (@Drombeys) - Set maximum textures quality by default (@MAYLAYSHEZ)
- Added
checkout_bones
parameter forCMissile
class (@Shtrecker) - Added developer float commands (@Hrusteckiy)
- Added exception message to
SetCharacterCommunity
method (@Drombeys) - Added left hand transform matrix (@Hozar2002, @ForserX)
- Added method for quick adding any custom static (@Hrusteckiy)
- Added object existence check (@Drombeys)
- Added underrun buffer checking to fix playback bug (@johncurley)
- Deleted
dump_infos
command fromactor_binder:update
function (@ForserX) - Deleted duplicated
Fvector2
inCUICellContainer::PlaceItemAtPos
method (@ForserX) - Deleted R_ASSERT2 in
CUIDialogWnd::HideDialog
method (@ForserX) - Enabled ragdoll for deadbody (@ForserX)
- Fixed
get_wnd_pos
function export (@Drombeys) - Fixed
hud_fov
command (@Shtrecker) - Fixed calculating position of items in inventory grid (@ForserX)
- Fixed crashes on
UIItemInfo
non-existent node (@Hrusteckiy) - Fixed displaying addons on weapons (@OldSerpskiStalker)
- Fixed HUD models clipping (@Shtrecker)
- Fixed incorrect head rotation of trader (@Hrusteckiy)
- Fixed incorrect type passed
GameObject::eDeath
callback (@Drombeys) - Fixed level graph invalid vertex ID error (@ForserX)
- Fixed load last save button behavior after loading level (@Hrusteckiy)
- Fixed message output in
show_dialog
function (@Drombeys) - Fixed moving items to fast slot if grid larger than grid of slot (@ForserX)
- Fixed mutants logic in restrictors broke down (@ForserX)
- Fixed NPC dispersion by rank (@Hrusteckiy, @SurDno)
- Fixed opening doors by NPC (@ForserX)
- Fixed spawn grenade after grenade change (@Shtrecker)
- Fixed spawn paths related errors (@Drombeys)
- Fixed triggering of adding monsters contacts (@ForserX)
- Fixed walking in
mcLookout
states (@Shtrecker) - Fixed weapon highlights (@ForserX)
- Implemented
hud_fov_zoom
weapon parameter (@Drombeys, @Hozar2002) - Implemented crosshair control in adjust interface (@Shtrecker)
- Implemented custom mark feature (@Hrusteckiy)
- Implemented custom text feature (@Hrusteckiy)
- Implemented customization of
UICursor
control (@Hrusteckiy) - Implemented customization of
UITrackBar
control (@Hrusteckiy) - Implemented grenade explosion on hit (@Shtrecker)
- Implemented new external features system (@ForserX)
- Implemented stopping animation of getting detector (@ForserX)
- Implemented timer for new game and save loading (@MAYLAYSHEZ)
- Made IK stop further than 100 m from actor position (@MAYLAYSHEZ)
- Moved actor to beginning of spawn (@ForserX)
- Replaced missing sound with stub on using scripts (@Drombeys)
- Set initial values of
CStreamReader
class variables (@OldSerpskiStalker)
- Added
-all
key to compilers and enable-do -ai -lc
modes (@ForserX) - Added EFC utility source code (@acidicMercury8, @ForserX)
- Added MagicFM CMake project (@acidicMercury8)
- Added Max Material CMake project (@ForserX)
- Applied minor fixes for Max Export plugin (@DJYar, @ForserX)
- Applied patches to plugins (@DJYar, @ForserX)
- Changed algorithm for calculating the area of a triangle (@abramcumner)
- Created plugin folder in CMake (@ForserX)
- Deleted duplicated and dead files from xrAI (@ForserX)
- Deleted threads limit in utilities (@ForserX)
- Enabled reserving memory for compressed nodes in
xrSaveNodes
(@abramcumner) - Enabled using static buffer in
setup_recalculationflags_file
(@abramcumner) - Fixed EFC building issues (@ForserX)
- Fixed loop in
CGraphMerger
method (@Drombeys) - Fixed progress set in
xrPhase_UVmap
(@abramcumner) - Fixed saving
build.cform
file in xrLC (@ForserX) - Fixed xrCompress to support multibyte WinAPI functions (@ForserX)
- Implemented new lightmap saving algorithm (@DimaKuzmin)
- Implemented show of all missing TGA textures and THM files (@ForserX)
- Implemented skipping invalid faces in xrLC (@Drombeys)
- Merged compilers into one project (@ForserX)
- Ported MagicFM to C++20 (@ForserX)
- Ported Max Material plugin to C++20 (@ForserX)
- Ported plugins to х64 (@DJYar, @ForserX)
- Ported plugins to C++20 (@ForserX)
- Replaced MMX with SSE in
Place_Perpixel
function (@ForserX) - Replaceed
-keep_temp_files
with-clear_temp_files
key (@ForserX) - Updated 3D SDK (@DJYar, @ForserX)
- Updated LW Server project (@ForserX)
- Added logo icons and TortoiseGit config (@acidicMercury8)
- Fixed project references and links (@acidicMercury8)
- Deleted
boost::noncopyable
related code from xrGame (@Drombeys) - Deleted
ComputeModuleHash
function (@Drombeys) - Deleted
CopyProtection
module (@Drombeys) - Deleted
is_enough_address_space_available
function (@Drombeys) - Deleted
IsPCAccessAllowed
function (@Drombeys) - Deleted unused
pSettingsAuth
pointer (@Drombeys) - Deleted unused
ttapi
includes (@Drombeys) - Fixed incorrect including of
FastDelegate
header (@Drombeys) - Replaced
_snprintf
with_snprintf_s
in ODE (@Drombeys) - Fixed incorrect including of header files in xrGame project (@Drombeys)
- Fixed fog display on static lighting (@Hozar2002)
- Fixed incorrect including of header files in renders projects (@Drombeys)
- Fixed shotgun reload (@Shtrecker)
- Added Visual Studio Install config (@acidicMercury8)
- Added Visual Studio solution filters (@acidicMercury8)
- Deleted scripts for getting dependencies (@acidicMercury8)
- Enabled NuGet packages getting and caching in GitHub Actions (@acidicMercury8)
- Fixed most part of warnings (@acidicMercury8, @Drombeys)
- Replaced DirectX SDK with NuGet package and Windows SDK (@acidicMercury8, @Drombeys)
- Replaced DirectXMesh with NuGet package (@acidicMercury8, @Drombeys)
- Replaced DirectXTex with NuGet package (@acidicMercury8, @Drombeys)
- Replaced DockPanelSuite with NuGet package (@acidicMercury8)
- Replaced Flobbster.Windows.Forms with NuGet package (@acidicMercury8)
- Replaced Xiph libraries with NuGet packages (@acidicMercury8)
- Replaced zlib with NuGet package (@acidicMercury8)
- Replaced linker directives with project references (@acidicMercury8)
- Set latest Windows SDK version (@acidicMercury8)
- Splitted project configuration paths (@acidicMercury8)
- Deleted ATI MGPU library with related code (@Drombeys)
- Deleted NVAPI library with related code (@Drombeys)
- Deleted SecuROM related code (@Drombeys)
- Deleted
boost::noncopyable
use cases from editor and xrPhysics (@Drombeys) - Deleted
dedicated_server_only
module andPROTECT_API
macros (@Drombeys) - Deleted
get_ref_count
function (@Drombeys) - Deleted
mailSlot
module (@Drombeys) - Deleted
no_single
module (@Drombeys) - Deleted
std::binary_function
use cases (@Drombeys) - Deleted
std::unary_function
use cases (@Drombeys) - Deleted
xrTheora_Surface_mmx
module (@Drombeys) - Deleted launcher related code (@Drombeys)
- Deleted pragma deprecations (@acidicMercury8)
- Deleted redundant
DEBUG_INVOKE
(@MAYLAYSHEZ) - Deleted unused
dwFrame
field ofxrCore
class (@Drombeys) - Deleted unused modules from xrSound (@vadvalskiy)
- Enabled output log for debugger connected (@MAYLAYSHEZ)
- Fixed
cam_inert
console command (@MAYLAYSHEZ) - Fixed
std::unique_ptr
use cases (@acidicMercury8) - Fixed bones synchronization (@xrLil-Batya)
- Fixed error skipping process troubles (@MAYLAYSHEZ)
- Fixed ignoring temp and metadata files by locator (@MAYLAYSHEZ)
- Fixed OGG related code of xrSound (@vadvalskiy)
- Implemented
g_info
andd_info
console commands (@Drombeys) - Implemented
g_money
console command (@Drombeys) - Implemented
g_spawn
andg_spawn_inv
console command (@Drombeys, @Hozar2002) - Implemented
hud_fov
item parameter (@Shtrecker) - Integrated OpenAL Soft with EFX extensions (@johncurley)
- Refactored color math module (@Drombeys)
- Refactored some sound modules (@johncurley, @vadvalskiy)
- Renamed
xrDebugNew
module toxrDebug
(@MAYLAYSHEZ) - Replaced assembler instructions with analogs (@Drombeys)
- Replaced
__interface
keyword withclass
(@Drombeys) - Replaced
__uuidof
withIID_PPV_ARGS
(@Drombeys) - Replaced
_snprintf
with_snprintf_s
function (@Drombeys) - Replaced
-nointro
key withkeypress_on_start
command (@Drombeys) - Replaced
D3DCOLOR_RGBA
,D3DCOLOR_ARGB
andD3DCOLOR_XRGB
macroses (@Drombeys) - Replaced
FS_DEBUG
macro withDEBUG
(@Drombeys) - Replaced
GetCLK
function with unified analog (@Drombeys) - Replaced
GetTickCount
withGetTickCount64
function (@Drombeys) - Replaced
STATIC_CHECK
withstatic_assert
(@Drombeys) - Replaced
std::auto_ptr
pointers withstd::unique_ptr
(@Drombeys) - Replaced
std::bind1st
andstd::bind2nd
with lambda functions (@Drombeys) - Replaced legacy DirectX Math with DirectXMath analog (@Drombeys)
- Splitted engine and server applications (@acidicMercury8)
- Added
r2_use_bump
command to disable bumps on R2+ renderers (@DanceManiac) - Decomposed screenshot creation methods (@Drombeys)
- Deleted Direct3D 10 dependencies (@Drombeys)
- Deleted Intel GMA related code (@Drombeys)
- Deleted unused option in all renders (@Drombeys)
- Deleted unused
accum_direct
methods (@Drombeys) - Deleted unused mipped noise (@Drombeys)
- Fixed HDAO crashing on disabled G-Buffer optimization (@morrazzzz)
- Fixed
MaxAnisotropy
parameter for Shader Model 5 (@OldSerpskiStalker) - Fixed enumeration of option definitions on Direct3D 10+ (@OldSerpskiStalker)
- Fixed some memory leaks (@OldSerpskiStalker, @Drombeys)
- Fixed sunshafts on enabled
accum_sun_near_nomsaa_minmax
shader (@OldSerpskiStalker) - Fixed texture quality changing in D3D11 (@Drombeys, @Hozar2002, @mortany)
- Fixed transparent on static lightning (@Hozar2002)
- Fixed wrong attenuation of far sun shadows (@Hozar2002)
- Implemented FXAA support (@OldSerpskiStalker, @Drombeys, @Hozar2002)
- Implemented FXAA support in assets (@OldSerpskiStalker, @Drombeys, @Hozar2002)
- Implemented SMAA support (@OldSerpskiStalker, @Drombeys, @Hozar2002)
- Implemented SMAA support in assets (@OldSerpskiStalker, @Drombeys, @Hozar2002)
- Implemented
mipLodBias
property setter for Direct3D 10+ (@Drombeys) - Implemented disabling of anisotropic filtering in Direct3D 10+ (@Drombeys)
- Implemented shader-based fog on static lightning (@Hozar2002)
- Implemented textures reloading directly in game (@MAYLAYSHEZ)
- Improved depth buffer format handling (@Drombeys)
- Refactored
dx11Texture
class (@Drombeys) - Replaced
asm
block with standard math functions (@Drombeys) - Replaced deprecated shader compiler with Windows SDK analog (@Drombeys)
- Replaced legacy DirectX Tex with DirectXTex analog (@Drombeys)
- Set
DXGI_ENUM_MODES_INTERLACED
flag (@Drombeys) - Unlocked MSAA x8 (@OldSerpskiStalker)
- Updated shaders to Shader Model 3.0 (@Drombeys, @Hozar2002)
- Enabled inertia control from HUD section (@Hozar2002, @Drombeys)
- Fixed actor visibility indicator after quickload (@Hrusteckiy)
- Fixed animation playing on attached grenade launcher (@Shtrecker)
- Fixed crashing in adjust hud mode (@Shtrecker)
- Fixed crashing of sliding type doors (@Drombeys)
- Fixed detector animation playing (@Shtrecker)
- Fixed flickering after game item usage (@Drombeys)
- Fixed flight grenade (@Shtrecker)
- Fixed grenade launcher action (@Shtrecker)
- Fixed loading ammo in grenade mode (@Shtrecker)
- Fixed offset for answer numbers (@Hrusteckiy)
- Fixed playing idle animation on empty state (@Shtrecker)
- Fixed refreshing of trade list (@mortany)
- Fixed reload animation playing on active detector (@Shtrecker)
- Fixed rows and columns of artifact belt (@DanceManiac)
- Fixed stuttering after reloading grenade launcher (@Shtrecker)
- Fixed switch animation playing (@Shtrecker)
- Implemented 100x100 icons support (@Hrusteckiy, @DanceManiac)
- Implemented blocking actor movement (@Drombeys)
- Implemented custom autoreloading for grenade launcher (@Shtrecker)
- Implemented custom autoreloading for weapons (@Shtrecker)
- Implemented delay before reloading on active detector (@Shtrecker)
- Implemented full and partial weapon reloading (@Shtrecker)
- Implemented misfire of weapon (@Shtrecker)
- Implemented reloadings in grenade launcher weapons (@Shtrecker)
- Implemented scripted key blocking (@Drombeys)
- Refactored some weapons and detectors methods (@Shtrecker)
- Fixed
object_alive
condition inbind_monster
script (@Hozar2002) - Fixed text line alignment for talk dialogs (@Hrusteckiy)
- Set weapon autoreloading settings (@Shtrecker)
- Deleted unused resource files from weather editor (@vadvalskiy)
- Fixed floating types converting in weather editor (@vadvalskiy)
- Fixed weather editor project (@vadvalskiy)
- Enabled assets packing (@acidicMercury8)
- Implemented a partial DirectXMesh integration (@Drombeys)
- Replaced
dxerr
with Windows SDK analog (@Drombeys) - Replaced
stricmp
with POSIX analog (@Drombeys) - Simplified
get-dependencies
script launching (@acidicMercury8)
- Fixed switching ingame console language layout (@Drombeys)
- Replaced
delete
operator withxr_delete()
function in xrXMLParser (@Drombeys) - Replaced crashing with warning when there is no sound (@Drombeys)
- Allowed to change upgrade icon color by config (@Hrusteckiy)
- Allowed to use min and max colors for double progress bar (@Hrusteckiy)
- Disabled ammo highlights for knife and binocular (@Hrusteckiy)
- Disabled stats by class and not by section (@Hrusteckiy)
- Enabled autosaves (@Drombeys)
- Enabled changing items condition by Num7 and Num8 (@Hrusteckiy)
- Enabled clearing highlight lists on each inventory action (@Hrusteckiy)
- Fixed character info for deadbody color (@Hrusteckiy)
- Fixed playing animation of getting weapons (@Drombeys, @Hozar2002)
- Fixed progress bar for optional using of
middle_color
(@Hrusteckiy) - Implemented
ui_reload
console command (@Hrusteckiy)
- Added screenshots capturing in windowed mode on Direct3D 9 (@Drombeys)
- Deleted xrRender_R3 (@Drombeys)
- Deleted
r2_shadow_cascede_old
console command (@Drombeys) - Deleted old TSM algorithms in all renders (@Drombeys)
- Enabled fog accounting for grass on static lightning (@Drombeys, @Hozar2002)
- Enabled fog accounting for particles (@Drombeys, @Hozar2002)
- Enabled fog accounting for wallmarks on static lightning (@Drombeys, @Hozar2002)
- Enabled static sun shadows on disabled cascades (@Hozar2002)
- Fixed distortions particles on Direct3D 10+ (@Drombeys, @Hozar2002)
- Fixed
sload
for correct nearest bumps displaying (@Hozar2002) - Fixed fog accounting for campfire and anomalies (@Drombeys, @Hozar2002)
- Fixed inverted sky colors and sky bluring on Direct3D 10+ (@MAYLAYSHEZ)
- Fixed particles displaying on shooting (@Drombeys)
- Fixed potential memory leak in DirectX 10 resource manager (@Drombeys)
- Fixed water displaying on static lightning (@Drombeys, @Hozar2002)
- Implemented Direct3D 10 initialization over Direct3D 11 (@Drombeys, @Hozar2002)
- Implemented actor shadow (@Hozar2002)
- Improved volumetric godrays on Direct3D 9 (@Drombeys)
- Prevented writing alpha-blended geometry to depth buffer (@Hozar2002)
- Restored grass shadow (@Hozar2002)
- Added notification restarting for
r2_sun
command (@Drombeys) - Implemented
use_condition
parameter (@Hrusteckiy) - Implemented knife parameters class and related features (@Hrusteckiy)
- Added basic editorconfig (@acidicMercury8)
- Normalized line endings for the root files (@acidicMercury8)
- Added
read_sun_config
console command (@Drombeys) - Added
set_weather
console command (@Drombeys) - Added
trees_amplitude
option to weather settings (@Drombeys) - Added inventory for ransacking monsters (@Drombeys)
- Disabled
r3_minmax_sm
by default (@Drombeys) - Disabled use cases of
MSAA_ATEST_DX10_1_NATIVE
(@Drombeys) - Enabled EAX (@Hozar2002)
- Enabled dof on weapons reloading (@Drombeys)
- Enabled teleport using
demo_record
(@Drombeys) - Fixed camera glitches (@Hozar2002)
- Fixed engine closing from taskbar menu (@Hozar2002)
- Set FPS limit on UI rendering (@Drombeys, @Hozar2002)
- Added shader to correct displaying of LODs when MSAA alphatest is enabled in classic Direct3D 10 (@Hozar2002)
- Added support for capturing cube map and location map on Direct3D 10+ (@Drombeys, @Hozar2002)
- Added terrain mask support on static lighting (@Hozar2002)
- Enabled
water_soft
shader forwater_studen
andwater_ryaska
(@Drombeys) - Fixed MSAA (redefinition of
Texture2DMS
) (@Hozar2002) - Fixed comparison resulting in endless creation of new objects on Direct3D 10+ (@Hozar2002)
- Fixed crash when rendering volumetric fog on Direct3D 11 (@Hozar2002)
- Fixed displaying of transparent surfaces on HUD (@Hozar2002)
- Fixed displaying of water foam (@Drombeys, @Hozar2002)
- Fixed dynamic wet surfaces (@Hozar2002)
- Fixed screen resolution selection on missed
user.ltx
(@Drombeys) - Fixed sequence of initialization of API videocards (@Drombeys)
- Fixed skycube displaying on water surface sunshafts (@Drombeys)
- Fixed sunshafts for different sun quality (@Drombeys)
- Fixed transparent on static lightning (@Hozar2002)
- Implemented ability to switch entry point to a specific version of Shader Model (@Drombeys)
- Implemented fog accounting for water on Direct3D 9 (@Drombeys, @Hozar2002)
- Implemented light accounting for water foam (@Drombeys, @Hozar2002)
- Implemented skyblend accumulation for sunshafts (@Drombeys)
- Increased range of near cascade (@Drombeys)
- Overrode entry point in 3D Fluid shaders (@Drombeys)
- Added hint for ransacking monsters (@Drombeys)
- Normalized encoding of shaders (@acidicMercury8)
- Bumped
TargetFramework
to .NET Framework 4.7.2 (@acidicMercury8) - Deleted unused Intel VTune functionality (@acidicMercury8)
- Deleted unused OpenAutomate functionality (@Drombeys)
- Disabled debug and incremental info for all projects (@acidicMercury8)
- Enabled GitHub Actions (@acidicMercury8)
- Enabled x86-64 toolchain for all projects (@acidicMercury8)
- Enabled multicore building for all projects (@acidicMercury8)
- Fixed a lot of issues with linking (@acidicMercury8)
- Fixed compilation errors (@acidicMercury8)
- Migrated to Visual Studio 2022 (@acidicMercury8)
- Replaced dockpanelsuite and bumped to 3.1 version (@acidicMercury8)
- Replaced Flobbster.Windows.Forms binary (@acidicMercury8)
- Deleted
DEF_*
andDEFINE_*
macroses from STL extensions (@Drombeys) - Fixed dialog window of level changer (@Drombeys)
- Implemented a partial replacement of STL extension aliases with
using
analogs (@Drombeys) - Placed
clear_and_reserve()
method ofxr_vector<T>
class in a separate functionclear_and_reserve (@acidicMercury8) - Replaced custom
xr_deque<T>
andxr_vector<T>
with aliases ofstd::deque<T>
andstd::vector<T>
(@acidicMercury8)
- Fixed VSync on all renders (@Drombeys)
- Fixed blurring fonts on D3D11 (@Hozar2002)
- Fixed bug with exporting light to render (@Hozar2002)
- Replaced path to
shaders_cache
in all renders (@Drombeys)
- Added resources (@acidicMercury8)
- Normalized encoding of scripts (@acidicMercury8)
- Fixed compilation errors (@acidicMercury8)
- Migrated to Visual Studio 2015 (@acidicMercury8, @Drombeys)
- Replaced some custom functions and types to standard library analog (@acidicMercury8, @Drombeys)
- Changed viewing angle coefficient to
67.5
(@Drombeys) - Disabled hardcoded GUID of DirectX (@Drombeys)
- Fixed
-nointro
key (@Drombeys) - Fixed
Debug
configuration workability (@acidicMercury8) - Fixed window focus error (@Hozar2002)
- Removed BugTrap and minizip (@Drombeys)
- Replaced
debug::make_final<T>
class to C++11final
specifier (@Drombeys) - Replaced deprecated functions to safe and modern analogs (@acidicMercury8)
- Unlocked console commands:
hud_fov
,fov
,jump_to_level
,g_god
,g_unlimitedammo
,run_script
,run_string
,time_factor
(@Drombeys)
- Implemented a partial DirectXTex integration (@acidicMercury8)
- Configured audio libraries and OpenAutomate projects building (@Drombeys, @acidicMercury8)
- Configured engine and editor projects building (@acidicMercury8)
- Fixed compilation errors (@acidicMercury8)
- Fixed windows displaying in editor projects (@acidicMercury8)
- Migrated to Visual Studio 2013 (@acidicMercury8)
- Fixed skyboxes stretching (@Drombeys)
- Fixed looping and breaking the stack on
NODEFAULT
(@acidicMercury8)