Skip to content

Releases: SaiyansKing/GD3D11

v17.8-dev7

14 Jun 13:12
Compare
Choose a tag to compare
v17.8-dev7 Pre-release
Pre-release
  • 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

27 May 18:57
Compare
Choose a tag to compare
v17.8-dev6 Pre-release
Pre-release
  • 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

11 May 00:20
Compare
Choose a tag to compare
v17.8-dev5 Pre-release
Pre-release
  • 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

28 Jan 13:16
Compare
Choose a tag to compare
v17.8-dev4 Pre-release
Pre-release

-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

23 Dec 04:33
Compare
Choose a tag to compare
v17.8-dev3 Pre-release
Pre-release

-Fix drawing helper vobs in SpacerNET - by: @postm1
-Fix mouse in SpacerNET - by: @postm1
-Fix dynamic shadows in indoor locations like sewers
-Fix corrupted savegame thumbnails
-Fix crash when loading corrupted setting files
-Improve display resolutions detection

v17.8-dev2-fix2

17 Dec 21:47
Compare
Choose a tag to compare
v17.8-dev2-fix2 Pre-release
Pre-release

-Fix GD3DX7 Z-buffer destruction possible crash

v17.8-dev2-fix1

16 Dec 22:30
Compare
Choose a tag to compare
v17.8-dev2-fix1 Pre-release
Pre-release

-Don't issue new occlusion query when old still haven't finished
-Fix DXVK crashing at device creation

v17.8-dev2

14 Dec 16:38
Compare
Choose a tag to compare
v17.8-dev2 Pre-release
Pre-release

-Fix occlusion culling dangling pointer crash
-Fix possible crash at GothicAPI::OnVisualDeleted
-Optimize a little file reads

v17.7-dev34

10 Dec 16:08
Compare
Choose a tag to compare
v17.7-dev34 Pre-release
Pre-release

-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

03 Dec 18:40
Compare
Choose a tag to compare
v17.7-dev33 Pre-release
Pre-release

-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