Skip to content

Commit

Permalink
Update changelog
Browse files Browse the repository at this point in the history
  • Loading branch information
Drombeys committed Mar 18, 2024
1 parent 3ea0409 commit e3d193b
Showing 1 changed file with 151 additions and 0 deletions.
151 changes: 151 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,157 @@

Full changelog of _IX-Ray_ 1.6 project

## Release 0.8 (March 2024)

### Common

- Improved CMake projects structure (@ForserX)
- Updated pack artifacts script (@acidicMercury8)
- Fixed warnings (@Drombeys, @ForserX)
- Added Shipping config in CMake (@ForserX)
- Replaced original icon (@Drombeys, @Z3SA)
- Replaced original splash (@Z3SA)
- Implemented UnityBuild support for xrGame project (@ForserX)
- Added pipeline for non-Unity build (@acidicMercury8)
- Implemented Discord Game SDK support (@ForserX, @Drombeys)
- Added Native Visualization config (@ForserX)

### 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)

## Release 0.7 (March 2024)

### Common
Expand Down

0 comments on commit e3d193b

Please sign in to comment.