Releases: PrismaticFlower/shaderpatch
1.7.3
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
1.7.2
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
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 changingAspect 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 whenTreat 800x600 As Interface
is enabled. (#124) - Added
Override Resolution
andOverride 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
andScale 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
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
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 whenAllow Tearing
is off. - Removed now unneeded (and buggy) envfx edits from
spfx_munge
.
1.6.0
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
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
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
Requirements
- Windows 10, at least version 1909
- Direct3D Feature Level 11_0 or higher capable GPU
Release Notes
- Added
Generate Missing Mip Maps
andGenerate 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
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.