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Releases: kirides/GD3D11

v17.7-dev19-fix2 - Merged changes from SaiyansKings fork, fixes issues from dev19

03 Jul 08:30
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Merged @SaiyansKing 's fixes

  • df0e056
    • Fix BindActivePixelShader and BindActiveVertexShader functions
    • Reset saved Engine Render States every frame to make sure HUD will be drawn correctly
    • Precache PolyStrip textures
    • Fix inversed normals for geometry drawn by skeletal mesh node attachments so light/shadows casted on them won't be broken
    • Fix TouchPfx for gothic 1 that was crashing due to broken OBJ_s_pfxList address
  • cffcad9
    • Reset saved Engine Bound Textures every frame to make sure HUD will be drawn correctly
    • Fix decals and particles disappearing in some specific casses

EDIT This release is actually based on f329553

v17.7-dev19-fix1 - Reverted a problematic commit

03 Jul 08:12
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  • reverted Code Cleanup & Fixes eb3ad3a as it lead to some issues with PFX (and probably more)

v17.7-dev19 - "huge" update - fixes ground-water textures and transparent NPCs

02 Jul 20:05
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All thanks to the work of @SaiyansKing, who implemented a bunch of stuff:

  • a4c8e16
    • Fix wrong materials after level change (e.g. water textures on walls and ground)
    • improved GPU Memory usage
  • 5ab1557
    • fix disappearing water in some cases (e.g. Jharkendar ocean suddenly missing)
  • 3895d53
    • optimized rendering of skeletal vobs (e.g. NPCs)
  • fcb7b71
    • properly render "ghosts" with transparency
  • eb3ad3a
    • fix disappearing chapter screen
    • fix broken render states in some circumstances
    • added "support" for G1 Sequel (currently no release)

v17.7-dev18 - Disable Interactions if (CTRL+)F11 menu is open, ...

02 Jul 17:57
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fixes #54 & fixes #58

  • Better (ctrl+)F11 menu handling (@Sabr0sa)
  • some code cleanup (@Sabr0sa)
  • Get font scaling from swim bar as soon as possible and memorize it until closing. (hopefully fixes issues if something changes bar-size at runtime)
  • introduced configuration option for 20fps lock when window is inactive
    UserSettings.ini
[General]
EnableInactiveFpsLock=1

v17.7-dev17 - implemented zCRndD3D::Drawline, and more

27 Apr 15:14
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Added

  • addition _avx-builds. These can perform better if you have a more recent CPU (See: https://de.wikipedia.org/wiki/Advanced_Vector_Extensions)
    • Intel: Sandy Bridge, Ivy Bridge, ...
    • AMD: Bulldozer, Piledriver, Steamroller, Jaguar, Zen, Zen 2, ...
  • increased night brightness
  • implemented zCRndD3D::Drawline (used by Item Locator patch)
    • flickers a lot in G2. There is some difference somewhere deep down in the code that causes flickering. Probably also the cause for flickering shadows on trees, etc.
    • works fine in G1
  • @KEKS1:
    • a lot changes regarding ComPtr's and other cleanup work
    • reverted a lot of ...Est(...) functions, as they led to flickering

v17.7-dev16 - includes optional optimized font rendering

12 Feb 10:14
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  • Shadows are now only updated every x-sun move. This makes their edges not flicker/flicker a lot less, but makes them "jump" every now and then. (UserSettings.Ini -> [Shadows]->SmoothCameraUpdate=1, default: ON)
  • includes optional optimized font rendering. This can help in GMP and mods with many many displayed texts (UserSettings.Ini -> [FontRendering]->Enable=1, default OFF)
  • better compatibility (hopefully) now ships with an even "older" version of d3dcompiler_47.dll (same versioned one as Steam comes with)
  • a BUNCH of codechanges from @KEKS1. This might improve memory usage in long sessions

v17.7-dev15-fix2 | Fix incorrect WorldShadowRangeScale on loading

07 Dec 18:11
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v17.7-dev15-fix1 | Deployment fix - d3dcompiler_47.dll is now correctly deployed as x86

07 Dec 13:54
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v17.7-dev15 - Downgrade DirectXMath, shadows update less often

03 Dec 21:29
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  • Latest DirectXMath is suspected to lead to rounding issues which make shadows not render correctly in some places at night (Returning 2.0 AB)
  • Implemented throttled shadow-angle update. This reduced shimmering edges to basically none, but also makes shadows only update less often (depending on sun speed)

v17.7-dev14-fix3 | Implemented zCRndD3D::DrawLineZ

03 Dec 12:13
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Implemented zCRndD3D::DrawLineZ

This means, it is now possible to use the "toggle waynet" command, and methods that rely on drawing lines using the Gothic Engine.