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IX-Ray 1.6 Release 0.8

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@acidicMercury8 acidicMercury8 released this 18 Mar 18:45
· 3213 commits to default since this release

Modernized X-Ray based on X-Ray 1.6.02

Changelog

Common

Engine

  • Implemented XML expression system (@ForserX, @Giperion)
  • Implemented png splash screen (@MAYLAYSHEZ, @ForserX)
  • Fixed file mapping on x64 configuration (@ForserX)
  • Added info for potential xr_ini error (@MAYLAYSHEZ)
  • Fixed corruption in CConsole::ExecuteCommand on typed wrong name (@MAYLAYSHEZ)
  • Printed name off command when Command disabled (@MAYLAYSHEZ)
  • Disabled texture dump output on Release configuration (@Drombeys)
  • Implemented x64 compatibility of doug_lea_allocator (@ForserX)
  • Disabled assert message in ODE project (@Drombeys)
  • Fixed parse_level_version method (@ForserX)
  • Fixed stack overflow in CConsole::ExecuteCommand * Debug conf. was crashing on x64 with this one (@MAYLAYSHEZ)
  • Fixed potential stack overflow (@MAYLAYSHEZ)
  • Removed redundant check in CDestroyablePhysicsObject::OnChangeVisual (@MAYLAYSHEZ)
  • Added device active state control via rs_device_active console command (@MAYLAYSHEZ, @ForserX)
  • Fixed window initialization problems (@ForserX, @MAYLAYSHEZ)
  • Implemented CStringTable singleton (@ForserX)
  • Correct callstack printing on debug (@ForserX)
  • Enabled debug break for defer assert (@ForserX)
  • Disabled dump_file_mappings on Debug build (@ForserX)
  • Implemented ability to play without xrGameSpy library (@ForserX)

Render

  • Added SMAP size control r__smap_size [1024 > 4096] (@MAYLAYSHEZ)
  • Replaced D3DFORMAT with DxgiFormat in xrRender_R4 project (@vertver, @Drombeys)
  • Disabled showing SMAA on xrRender_R1 (@Drombeys)
  • Added multiplication by sun color for sunshafts (@MAYLAYSHEZ)
  • Fixed parallax_h not hardcoded and console command workaround (@MAYLAYSHEZ)
  • Fixed incorrect depth stencil initialization in dx10StateUtils::ValidateState (@MAYLAYSHEZ)
  • Fixed memory leak for vertex buffers in dx103DFluidGrid (@MAYLAYSHEZ)
  • Enabled printing THM names when loading on Debug (@MAYLAYSHEZ)
  • Enabled NO_MULTI_INSTANCES macro for Release configurations (@Drombeys)
  • Reimplement actor shadow for R2-R4 (@MAYLAYSHEZ, @v2v3v4)
  • Rework mipmap control (@Drombeys)
  • Release system cursor when rsDeviceActive (@MAYLAYSHEZ)
  • Removed option control rs_refresh_60hz from resources (@MAYLAYSHEZ)
  • Fixed point lights virtual size (@MAYLAYSHEZ)
  • Fixed initialization order of L_spot_s array (@MAYLAYSHEZ)
  • Let DXGI calculate refresh rate for itself for performance (@MAYLAYSHEZ)
  • Cleaning G-buffer every frame to avoid ghostings (@MAYLAYSHEZ)
  • Maked fonts not change state if there is no text to render (@MAYLAYSHEZ)
  • Fixed comparing values of different enum types in dxUIRender::StartPrimitive (@MAYLAYSHEZ)
  • Fixed broken initialization in VertexCache default constructor (@MAYLAYSHEZ)
  • Returned FORCE_GLOSS shader definition for R4 (@MAYLAYSHEZ)
  • Fixed enumeration of option definitions on D3D10+ (@Drombeys)
  • Fixed attachment rotation display (@v2v3v4)
  • Fixed foging in model_distort4ghost shader (@ForserX)
  • Fixed limits for r__detail_density (@MAYLAYSHEZ)
  • Fixed loading of unsupported textures (@Hozar2002)
  • Bind wallmark life time on dynamic objects to r__wallmark_ttl (@MAYLAYSHEZ)
  • Fixed game crash when rendering wallmarks (@MAYLAYSHEZ)
  • Added ability to control loadscreen tips via engine_external.ltx (@MAYLAYSHEZ)
  • Fixed occRasterizer clearing (@ForserX)
  • Added landscape render phase (@ForserX)
  • Fixed failed shader compilation error window and message (@MAYLAYSHEZ)
  • Optimized dynamic objects rendering (@VaIeroK)

Gameplay

  • Added initializer for doors (@Drombeys)
  • Ensured accurate results for npc:path_completed() method (@Drombeys)
  • Added check for object existence in CheckObjectVisibility method (@Drombeys)
  • Fixed calculation of the shift for IK (@ForserX)
  • Added locking and unlocking level_vertex_id (@Drombeys)
  • Added is_accessible_vertex_id function export in Lua (@Drombeys)
  • Added valid_vertex_id function export in Lua (@Drombeys)
  • Fixed crash in CPlanner::update method (@Drombeys)
  • Fixed mutants running in place (@Drombeys)
  • Fixed crash if enemy is unavailable (@Drombeys)
  • Moved descriptions of detector's eye zones in one place (@ForserX)
  • Added actor smooth slopes (@MAYLAYSHEZ)
  • Added actor smooth crouch (@MAYLAYSHEZ)
  • Fixed crash when NPC trying use destroyed object (@v2v3v4)
  • Disabled cheats command on Release configuration (@Drombeys)
  • Implemented XML expressions for MP mode (@ForserX)
  • Enabled calculating distance to enemy by monsters that created sound they hear (@MAYLAYSHEZ)
  • Fixed crash when trying to stop inactive script profile timer (@MAYLAYSHEZ)
  • Fixed monsters cant hit actor through object (@MAYLAYSHEZ)
  • Removed duplicate mstate_r1&mcLanding in condition in ActorAnimation (@MAYLAYSHEZ)
  • Fixed for Demo Record will not start if the level is not loaded (@MAYLAYSHEZ)
  • Fixed weapon camera effector (@MAYLAYSHEZ)
  • Fixed for bolt and grenades not allowing to throw them while in bore animation (@MAYLAYSHEZ)
  • Fixed error in stalker_animation_global module when there is no weapon in NPC (@MAYLAYSHEZ)
  • Fixed duplicated Lua export for set_smart_cover_target_idle function (@MAYLAYSHEZ)
  • Decreased actor movement speed after jump (@MAYLAYSHEZ)
  • Fixed incorrect Lua export name in CALifeMonsterDetailPathManager (@MAYLAYSHEZ)
  • Fixed CCameraManager::UpdatePPEffectors() method (@Drombeys)
  • Corrected zooming in/out command handler (@MAYLAYSHEZ)
  • Fixed monsters sometimes running on the spot (@MAYLAYSHEZ)
  • Added crow counter fix (@MAYLAYSHEZ)
  • Applied various fixes to crow class (@MAYLAYSHEZ)
  • Fixed CHangingLamp crash (@MAYLAYSHEZ)
  • Added early exit in NvStripifier::RemoveSmallStrips with empty list (@MAYLAYSHEZ)
  • Fixed potential error after load save with dead psy-dog (@MAYLAYSHEZ)
  • Fixed luminocity indicator after save load (@MAYLAYSHEZ)
  • Fixed incorrect count of load stages (@MAYLAYSHEZ)
  • Fixed redundant list_idx == e_outfit check in UIMpTradeWnd_misc (@MAYLAYSHEZ)
  • Fixed zero scope_zoom_factor (@xrEugene)
  • Fixed printing UICost value (@ForserX)
  • Added enable_dof_reload console command (@ForserX)
  • Added Lua export to control global time factor (@MAYLAYSHEZ)
  • Fixed torch light rotation on cam_2 (@ForserX)
  • Disabled useless and unnecessary item place spam (@ForserX)
  • Fixed incorrect NPC memory loading (@MAYLAYSHEZ)
  • Fixed run animations of NPC in panic state (@MAYLAYSHEZ)
  • Maked clear levels vector on quit (@MAYLAYSHEZ)
  • Fixed memory error when trying to load level, while any level is currently loaded (@MAYLAYSHEZ)
  • Prevented crash due reserve() call with arg < 0 (@MAYLAYSHEZ)
  • Added ability to reload system config via reload_system_ltx console command (@MAYLAYSHEZ)
  • Restored ability to set more than one wallmark to entity or ammo and explosive (@MAYLAYSHEZ)
  • Enabled clearing objects and models pools between level loads (@MAYLAYSHEZ)
  • Fixed incorrect zoom after attaching custom scope to weapon (@MAYLAYSHEZ)
  • Fixed crash on incompatible save click (@MAYLAYSHEZ)
  • Fixed message order in PDA (@MAYLAYSHEZ)

Sound

  • Added global time factor influence on sound (@MAYLAYSHEZ)
  • Added torch switch sound (@ForserX)
  • Disabled EFX for video and music (@ForserX)
  • Added SNDENV_VER_IXR and cast EAX values to EFX in SoundRender (@ForserX)
  • Added default sound device to sound devices list (@ForserX)
  • Implemented ability to disable EFX (@ForserX)
  • Applied sound effects zones for sound source (@ForserX)
  • Added weapon aim sound (@xrEugene)
  • Forced mute all sounds when loading save (@MAYLAYSHEZ)
  • Fixed ambiguity with set_volume in HudSound module (@MAYLAYSHEZ)

Utilities

  • Implemented skipping lightmap textures compression (@Drombeys)
  • Implemented skipping tesselate geometry (@Drombeys)
  • Implemented skipping subdivide geometry (@Drombeys)

Full changelog: r0.7...r0.8