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Releases: PrismaticFlower/shaderpatch

1.7.3

30 Dec 04:19
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Requirements

  • Windows 10, at least version 1909
  • Direct3D Feature Level 11_0 or higher capable GPU

Note for Modders

Note that the tools are unchanged in this release, see v1.7.0 for their download.

Release Notes

Fixes

  • Added Use Direct3D 11 on 12 option. Find it at the bottom of the Graphics settings. This setting is meant for working around #138 and #141.

1.7.2

01 Apr 05:23
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Requirements

  • Windows 10, at least version 1909
  • Direct3D Feature Level 11_0 or higher capable GPU

Note for Modders

Note that the tools are unchanged in this release, see v1.7.0 for their download.

Release Notes

Fixes

  • Fixed an issue with detecting when the game has copied to it's motion blur history texture that caused Effects postprocessing to not be applied. (#148)
  • Fixed CTF/Assault foe points text colour not being affected by custom Friend-Foe colours.
  • Fixed the CTF on-HUD foe flag icon not being affected by custom Friend-Foe colours.

1.7.1

25 Mar 02:43
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Requirements

  • Windows 10, at least version 1909
  • Direct3D Feature Level 11_0 or higher capable GPU

Note for Modders

Note that the tools are unchanged in this release, see v1.7.0 for their download.

Release Notes

Additions

  • Added legacy fullscreen support. Shader Patch will now present the game with the full list of display modes and use legacy fullscreen when the resolution doesn't match the current desktop/monitor resolution. If you hit issues with changing the display resolution see here first for help. (#142)
  • Added Aspect Ratio Hack to keep the game playable at ultrawide aspect ratios and for if you wanted the 4:3 HUD at any other aspect ratio. It is not perfect, specifically for the HUD but you can adjust the tradeoffs you want to make by changing Aspect Ratio Hack HUD Handling. Be sure to read the description in the user config before enabling this. (#136, #143)
  • Added DSR-VSR Display Scaling option for scaling the UI/HUD when using things like Dynamic Super Resolution or Virtual Super Resolution.
  • Added Stretch Interface (turned off by default) for controlling if the game's main menu will be stretched across the screen or if it's aspect ratio will be preserved. This only matters when Treat 800x600 As Interface is enabled. (#124)
  • Added Override Resolution and Override Resolution Screen Percent as a more primitive version of SP's previous resolution handling that is mournfully lost. Mostly intended for when you're running the modtools debugger.

Changes

  • Shader Patch no longer overrides the game's resolution by default with the exception of the Treat 800x600 As Interface feature. This means /win and /resolution parameters passed to the game will be respected when using Shader Patch now.
  • Removed Resolution Scale and Scale UI with Resolution Scale, you can get the same thing now with legacy fullscreen support and it complicated adding that.
  • Removed Screen Percent option from the user config.
  • Removed Centred option from the user config (the window will now always be centred).
  • Removed Windowed Interface option from the user config.
  • Overhauled and improved the various hooks used by Shader Patch to be less intrusive.
  • Slightly sped up Shader Patch's start up time.

Fixes

  • Fixed the shield shader being too bright. (#144)
  • Reduced some window flickering at game startup. I'm unsure how to get rid of what remains, sorry.
  • Fixed some game effects depending on StretchRect being slightly off under the right circumstances.
  • Fixed Shader Patch crashing/fast failing when it couldn't find the set font for Scalable Fonts. It will now fallback gracefully to the game's own fonts. (#132, #146)

1.7.0

27 Feb 01:25
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Requirements

  • Windows 10, at least version 1909
  • Direct3D Feature Level 11_0 or higher capable GPU

Release Notes

Additions

  • Added support for vertex soft skinning. This feature can be turned on or off with the Allow Vertex Soft Skinning setting in the user config. By default it is on.
  • Added RequestSoftSkinning option to Effects config. This can be used by modders to force soft skinning support on for their maps.

Also included is a version of the material_munge that supports terrain cuts but has breaking changes for terrain texture assignment. It has been updated to also support soft skinned meshes having custom materials.

1.6.1

26 Jan 01:01
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Requirements

  • Windows 10, at least version 1909
  • Direct3D Feature Level 11_0 or higher capable GPU

Release Notes

Fixes

  • Fixed IDXGISwapChain::Present being called with incorrect sync interval when Allow Tearing is off.
  • Removed now unneeded (and buggy) envfx edits from spfx_munge.

1.6.0

01 Jun 06:35
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Requirements

  • Windows 10, at least version 1909
  • Direct3D Feature Level 11_0 or higher capable GPU

Release Notes

Additions

  • Added support for Interior Mapping to normal_ext materials. If you'd like sample files for it feel free to reach out on Discord.

1.5.0

18 Jan 09:29
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Requirements

  • Windows 10, at least version 1909
  • Direct3D Feature Level 11_0 or higher capable GPU

Note

This does not include the features from the v1.5 previews. The version number was bumped from v1.4 to v1.5 because a new modder feature was added. However the features from the previews were not added to this release.

Note for Modders

Note that the tools are unchanged in this release, see v1.4.1 for their download.

Release Notes

Additions

  • Added basic resolution scale support. This allows rendering the game at lower resolutions than your desktop's resolution again.
  • Added Supersample Alpha Test option, allowing you to brute force your way through aliasing on alpha cutouts/hardged transparent meshes. (Without the cost of supersampling everything.)
  • Added Extra UI Scaling option. If the game's text is too small for your tastes this option provides some ability to help solve that.
  • Added another OIT resolve point to Shader Patch's code. This point is before first person models are drawn and should reliably fix the sorting issues with those. (#98)
  • Added way to workaround bugged cloth to the effects system. Allowing users to prevent the dreaded NaN boxes from showing up,
  • Added a (probably poorly named) pixel inspector developer tool.
  • Added comments back to shader patch.yml.

Changes

  • Refactored the effects postprocessing code. Making it much easier to maintain and make changes to. (Nothing new was added to it for this release however.)
  • Refactored the way anti-aliasing and such is handled when effects are disabled. Again, making it easier to maintain and make changes to.
  • Enabled using OIT and MSAA at the same time again. OIT surfaces are not anti-aliased by MSAA but should no longer produce the old artifacts either. (In some cases this is also not an issue as transparent surfaces never really need edge anti-aliasing.)
  • Removed the need for light bloom to be enabled ingame for effects postprocessing to be applied. Removing a common pitfall from Shader Patch.

Fixes

  • Fixed loading screens being displayed incorrectly when HDR rendering is enabled by a map.
  • Fixed rain being too bright when bloom is enabled.
  • A single bad value in the shader patch.yml will no longer cause the entire config to fail loading. (In cases of YAML syntax errors the config will fail to be loaded.)

1.4.2

16 Nov 06:48
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Requirements

  • Windows 10, at least version 1909
  • Direct3D Feature Level 11_0 or higher capable GPU

Note that the tools are unchanged in this release, see v1.4.1 for their download.

Release Notes

  • Added the ability to customize Friend-Foe colours. See User Interface in the configurator. In probably nonexistent cases changing Friend-Foe colours may also change the colour identically coloured HUD elements/hologroms in mods.

1.5.0-preview.2

23 Jul 12:08
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1.5.0-preview.2 Pre-release
Pre-release

Requirements

  • Windows 10, at least version 1909
  • Direct3D Feature Level 11_0 or higher capable GPU

Release Notes

  • Added Generate Missing Mip Maps and Generate Missing Mip Maps for Compressed Textures options (off by default for now) to shader patch.yml. These two options allow generating mip maps at runtime for textures that are missing them.
  • Most of Shader Patch's work is now done on a separate thread to the game's main one. (This was done in anticipation of future v1.5 features.)

v1.4.1

26 Apr 05:56
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Requirements

  • Windows 10, at least version 1909
  • Direct3D Feature Level 11_0 or higher capable GPU

Note that only the tools have been changed in this release, if you are on v1.4.0 there is no need to update.

Release Notes

Modder Tool Fixes

  • Fixed an issue in material_munge that would cause custom material terrain to have an invisible collision box at 0,0,0. Terrain must be cleaned and remunged for this fix to take effect.