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v1.2.0
What's new in 1.2.0
The OpenGL ES / ANGLE render backend is now a real alternative to Vulkan. Until now, DXVK-over-Vulkan was the only path that rendered the game correctly, so a device whose driver can't run DXVK had nothing to fall back on. This release makes the GLES path usable end to end and adds an in-app Render Backend picker (Vulkan / GLES / GLES+ANGLE) to the Setup screen, so you can switch without a rebuild.
GLES rendering fixes (all confirmed on a real Mali-G76 device)
- Framerate: 12-17 fps to 55-60 fps. Dynamic vertex/index buffer locks forced the GPU to drain its queued work before nearly every UI draw. D3D8's lock flags (
DISCARD/NOOVERWRITE) are a synchronization contract, and they are now translated as one instead of being ignored. - Textures disappearing after a restart on Medium and Low detail.
D3DRS_ZENABLEwas never seeded with its documented D3D8 default, so the depth test was off for the whole scene and water, drawn last, painted over the terrain. - Grey and flickering build icons in the command bar: the
MULTIPLYADDtexture-stage operation the icons use was silently approximated asMODULATE, and a texture-less stage was collapsed for both colour and alpha at once. - Aircraft shadows rendering as dark slabs at High detail and above: a signed cast clamped the stencil reference value to 0, and a
STENCILMASKof 0 ("compare no bits") was being read as "unset" and replaced with a default. - Pink/magenta terrain on GPUs that do not expose S3TC (issue #18): DXT1-5 textures are now decoded in software instead of falling through to a magenta placeholder.
- See-through strip along the right and bottom edge of the screen.
- Upside-down picture on some devices (Redmi Note 8 Pro): ANGLE's surface pre-rotation is now disabled.
Beyond rendering
- The game-folder picker now detects truncated or corrupted
.bigarchives and shows the result prominently, instead of silently accepting a half-copied folder. - GeneralsOnline sign-in reports the actual network/HTTP error instead of a blanket "login failed".
- Dynamic LOD also drops shadows at the lowest FPS tier.
- Richer DXVK adapter logging at startup (vendor/device ID, Vulkan API version, BC texture support).
Notes
Vulkan remains the default and the recommended backend where it works. Pick GLES or GLES+ANGLE in Setup if Vulkan gives you a black screen or a driver crash on your device.
Full Changelog: v1.1.5...v1.2.0