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Releases · OSS-Cosmic/AmnesiaTheDarkDescent
Release: amfp-v1002
feat: update release yaml Signed-off-by: Michael Pollind <mpollind@gmail.com>
Release: amfp-v1001
feat: update release yaml Signed-off-by: Michael Pollind <mpollind@gmail.com>
Release: amfp-v1000
feat: tweak tagging Signed-off-by: Michael Pollind <mpollind@gmail.com>
Release: v2112
feat: add missing pipeline barriers (#132) * feat: add missing pipeline barriers Signed-off-by: Michael Pollind <mpollind@gmail.com> * feat: use f32 for ray sampling Signed-off-by: Michael Pollind <mpollind@gmail.com> --------- Signed-off-by: Michael Pollind <mpollind@gmail.com>
Release: v2111
feat: tweaks and improvments (#131) * feat: tweaks and improvments - improve stability of FSR - tweaks and improvments D3D12 - fix validation problems with vulkan Signed-off-by: Michael Pollind <mpollind@gmail.com> * feat: better handle fallback on vulkan and fix decal D3D12 valiation errors Signed-off-by: Michael Pollind <mpollind@gmail.com> --------- Signed-off-by: Michael Pollind <mpollind@gmail.com>
Release: v2110
feat: remove tone map test Signed-off-by: Michael Pollind <mpollind@gmail.com>
Release: v2109
- Introduced the Standard renderer, a new alternative to ray tracing designed to preserve the original game's lighting, colors, and atmosphere without requiring hardware ray tracing.
- Improvements over the base game's renderer:
- Added omnidirectional shadows for shadow-enabled point lights, extending the original renderer's spotlight-only shadow support.
- Added contact-hardening soft shadows, with sharper edges near the casting object and softer shadows farther away.
- Replaced the original screen-space ambient occlusion with horizon-based ambient occlusion (HBAO) for contact shading.
- Added temporal antialiasing and upscaling, including FSR 3.1 and XeSS where supported.
- Improvements over the base game's renderer:
- Standard rendering includes the original point, spot, and box lighting, along with shadow maps, ambient occlusion, water reflections, fog, decals, particles, and translucent materials.
- Added a choice between Standard and Ray Traced rendering in the graphics settings, with both modes available for editor previews. GPUs without hardware ray-tracing support automatically use Standard.
- Added DirectX support on Windows, alongside Vulkan.
- Improved lighting, colors, and brightness in the ray-traced renderer.
- Improved darkness detection to account for light bouncing off nearby surfaces, making sanity loss more forgiving in indirectly lit areas.
- Fixed flickering and disappearing shadows in scenes with many lights.
- Fixed texture artifacts around cutout edges.
- Improved particle blending and visual effects.
- Updated upscaling support across graphics backends.
- Improved editor previews, thumbnails, and camera captures.
- Updated campaign lighting settings.
- Improved graphics compatibility and rendering reliability.
Release: v2108
Full Changelog: v2107...v2108
Release: v2107
feat: bias light probe and fix edge artifact for flesh Signed-off-by: Michael Pollind <mpollind@gmail.com>
Release: v2105
feat: initial support for DX12 (#129) * feat: initial support for DX12 Signed-off-by: Michael Pollind <mpollind@gmail.com> * feat: imporve d3d12 support Signed-off-by: Michael Pollind <mpollind@gmail.com> * feat: fix editor D3D12 Signed-off-by: Michael Pollind <mpollind@gmail.com> * feat: update deltas for box lights Signed-off-by: Michael Pollind <mpollind@gmail.com> * feat: imporove support for Level editor and resolve D3D12 validation errors Signed-off-by: Michael Pollind <mpollind@gmail.com> * feat: fix particle blending and fix vulkan backend for linux Signed-off-by: Michael Pollind <mpollind@gmail.com> * feat: fix ci test Signed-off-by: Michael Pollind <mpollind@gmail.com> * fix test win Signed-off-by: Michael Pollind <mpollind@gmail.com> --------- Signed-off-by: Michael Pollind <mpollind@gmail.com>