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337 commits
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For Vintage Story 1.22.7 on Windows x64.
Changes since 0.1.4
Mod compatibility
- Added a shared GL-to-Vulkan compatibility layer for mods that call OpenTK or native OpenGL directly. Supported calls now use the Vulkan renderer instead of causing the mod to be refused, fixing the cascading missing-behavior/item-loading crash reported in #12.
- Corrected graphics-call scanning for generic OpenTK memory overloads, native procedure lookups and non-graphics calls such as OpenAL loading.
- Added mod-created framebuffer support, independent read/draw targets, attachment queries, draw-buffer routing, framebuffer copies and nearest/linear blits. Copies retain mip levels, layers, clipping and scissor behavior.
- Added mutable 2D and 3D texture definitions, subimage uploads, pixel pack/unpack buffers and pixel-store layouts. Independently sized/formatted mip levels and zero-sized definitions retain their GL meaning; base/max levels, mip generation and sampling completeness are preserved.
- Added shared renderbuffers, multisampling, color/depth/stencil transfers, masked and scissored clears, stencil operations, indexed blending and color masks. Multisample mirroring preserves individual samples; depth and stencil transfers preserve the untouched aspect.
- Corrected sRGB draws, clears, texture uploads, readback and copies, including operations performed outside a display frame.
- Added shared shader/program uniform queries and updates, vertex-array state, array draws, clipping planes, polygon offset, GPU timing/occlusion queries and completion waits.
- Added native GL procedure routing with the correct pointer/string ABI, including mods that load their own native rendering libraries.
- Added GLFW compatibility for mod-created windows and contexts, including secondary-window rendering and input, monitor/display queries and window lifecycle handling.
- Fixed shader resource bindings and translation of geometry-stage resources and arrays whose sizes use declared integer constants.
- Improved shared mesh and shader handling for mod rendering while retaining the game's resource identities.
Rendering, upscaling and overlays
- Fixed upscaling paths that could leave the jittered, unupscaled scene visible instead of the reconstructed image.
- Corrected DLSS initialization and shutdown when super resolution and frame generation share the same NVIDIA runtime.
- Fixed RTSS compatibility in frame-generation and presentation paths. Overlay synchronization and presentation lifetimes are handled by the renderer; RTSS settings and profiles do not need changing.
- Corrected FSR frame-generation presentation, resize/recreation and resource teardown, and bundled the corresponding FidelityFX and Streamline runtime corrections.
- Fixed excessive memory allocation during texture-atlas self-composition, including large clothing/skin atlases associated with the crash in #10. Feedback copies are limited to the region being sampled.
- Fixed texture-transfer synchronization, framebuffer interpretation changes and GPU-safe retirement of mod-created resources.
- Corrected GTAO foliage normals to use geometric surface orientation rather than decorative leaf normals.
- Improved native crash and hang diagnostics, including thread and module information for stalled rendering paths.
OpenXR
- Corrected the eye-image acquire, wait, render and release lifecycle and session teardown.
- Use runtime-recommended eye resolution independently of desktop resizing or minimization.
- Added compatible RGBA/BGRA sRGB eye-image selection and corrected color transfer.
- Submit headset frames before the desktop mirror, so desktop presentation does not hold up headset submission.
- Corrected predicted frame timing, reference-space changes and head-locked menu placement.
- Keep headset rendering active through desktop focus/minimize changes and retain desktop renderer settings when returning from VR.
Known issues
- RainReflections in Simple Water Tweaks 1.3.0 cannot patch PrismForge 0.1.0's replacement final shader and disables its effect. This is a conflict between those mods' shader sources. PrismForge's HDR code also targets Vintage Story 1.22.5 and does not apply on 1.22.7.
- Intermittent loss of temporal reconstruction and high memory use/stalls during some framebuffer rebuilds remain tracked in the roadmap.
- OpenXR remains an early integration. Motion-controller gameplay, complete VR HUD/input, per-eye temporal reconstruction and ray tracing are not included in this release.
Download and installation
- VulkanStory-win-x64.zip — full client runtime. Close the game before installing or updating. Extract it beside
Vintagestory.exe, preserving the folder layout. For an existing installation, the includedVulkanStory/tools/deploy-runtime.ps1updater preserves owned configuration and creates a backup. - VulkanStory-Installer-0.1.5.zip — small installer mod for fresh installations. Place it in a Mods folder; it downloads the full runtime and requests a restart after installation. Use the full runtime/updater for existing installations.
- VulkanStory-Input-Companion.zip — optional dedicated-server companion for negotiated controller movement. The full client package already includes it for singleplayer.
- SHA256SUMS.txt and archives.json — download checksums.
The reported mod pack and its dependencies are not bundled with VulkanStory.