Releases: SaiyansKing/GD3D11
v17.8-dev7
- Draw particle effects and decals only when they are visible by camera frustum - by: @postm1
- Fix resetting FOV with FOV override option after any dialog ends - by: @postm1
- Optimize GPU bandwidth by disabling depth writes for water rendering after z-prepass
- Add new option "Draw World Section Intersections" that will draw every world chunk that intersect with our world draw distance
- Rewrite whole Bink Player to avoid incompatibility with SystemPack fixbink option that can crash the game
v17.8-dev6
- Avoid depending on DepthPitch for buffers
- Fix inventory memory leak
- Make shadow transition smoother
- Code Cleanup
- Increase maximum world draw distance
- Fix duplicate rendering alpha mesh vobs
v17.8-dev5
- Fix line drawing(fix flickering and z-position
- SpacerNET & Check visual can be shown - by: @postm1
- Update packages.config - by: @lucifer602288
- Load rain particle textures at launch. Reduces stutter when rain starts a lot. - by: @kirides
- Optimize rain texture array loading
- Generate dynamic shadows data in non-blocking manner to avoid huge lag after loading game
- Fix attached surfaces reference counting
- Show actual graphic card GD3D11 is running on instead of "DirectX11" in options
- Make stackwalker show actual Windows version
- Exclude particle effects lighting from dynamic shadows rendering to avoid some performance issues due to bugged lights
- Add new patch "Fix screen hung due to DX7 api invalidating our swapchain"
- Remove programmatically "incompatible with DX11" message in "Shadows of the past" modification
- Make it impossible to set resolution smaller than 800x600
v17.8-dev4
-Make it possible for mouse cursor to leave to another monitor when GD3D11 settings are visible - by: @kirides
-Disable tesselation from build as it keeps to crash graphic drivers and make impossible to save zenresources from advanced menu
-Fix getting thread id from main thread
-Remove spheremap normals encoding as it make some horrible visual glitches
-Make it possible to render scene without normalmaps to avoid artifacts from using standard normalmap
-Fix potential problems with some drawcalls
-Implement raining time calculations with atmospheric scattering enabled
-Make zFILE_VDFS zengine class to be able to operate on pointers that are allocated above 2GB memory virtual address on older system packs
v17.8-dev3
v17.8-dev2-fix2
-Fix GD3DX7 Z-buffer destruction possible crash
v17.8-dev2-fix1
-Don't issue new occlusion query when old still haven't finished
-Fix DXVK crashing at device creation
v17.8-dev2
-Fix occlusion culling dangling pointer crash
-Fix possible crash at GothicAPI::OnVisualDeleted
-Optimize a little file reads
v17.7-dev34
-Remove harmful patch for G1
-Add rendering particle models
-Fix rendering particles in general
-Fix rendering quad marks
-Fix drawing loading screen in mods like The Chronicles of Myrtana
v17.7-dev33
-Update Assimp to 5.1.2 - by: @lucifer602288
-Disable culling for UI drawing(LeGo script packet doesn't follow CW winding order and any Sprite it tries to draw doesn't pass the test)
-Add option to reduce light intensity for scene where are many lights that can make scene to be overexposed(e.g. old camp in Othello Mod)
-Add some quantization to skeletal meshes to reduce bandwidth
-Revert temporarily back to bind pose normals for skeletal meshes since bone accurate normals can result in some weird glitches on some modifications
-Fix mouse cursor visibility with Union Mouse Wrapper in G1
-Force showing mouse cursor in settings