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Changelog
#xoxor4d edited this page Jun 14, 2024
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24 revisions
Build [3537]
- code maintenance
- added dvar
r_showModelNames
to show names of static models (3d text)- automatically enable no-border mode if game resolution == native resolution
- moved ocean tab into the shader tab
- added all
cg_gun_
offsets to the devgui visuals tab- added dvar
bg_bobIdle
to stop viewmodel idle animations (visuals tab)
- code maintenance
- devgui: various tweaks, fixes and additions
- skies can now be spawned and changed in demos
- player shadow now works in demos as well (also renamed the startup arg to
no_playershadow
)- player shadow now works on dedicated servers and in killcams
- added default cod4 skies
- enabled remix effect light (add light to texture) -> muzzleflashes
- allow 4k/6k iwi files
- improved effect performance
- fixed effect alpha
- added
r_showTess
,r_showTessSkin
,r_showTessDist
to visualize materials and texture names
- mapsettings.ini refactor
- sun direction
- sun color
- sun intensity
- unique anchor mesh spawning (100 markers)
- better anti culling system with more options and manual culling overrides per portal/cell via
mapsettings.ini
- added dvar:
rtx_culling_plane_dist
(distance of frustum culling planes - larger = less culling)
- added dvar:
rtx_culling_tweak_mins
- added dvar:
rtx_culling_tweak_maxs
- added dvar:
rtx_culling_tweak_frustum
- added dvar:
rtx_culling_tweak_smodel
- added dvar:
r_showCellIndex
that draws the current cell index as 2D/3D text + enablesr_showPortals
- fixed debug polygon drawing (debug collision / show portals)
- the game now automatically sets remix-required dvars ->
main/rtx.cfg
was removed- increased maximum number of static models visible on-screen (shipment was having a stroke)
- fixed sky jitter
- fixed culling distance of cargoship wall lights
- gun impact marks are now rendered using fixed-function
- added dvar
rtx_fx_alpha_scalar
to globally scale effect alpha- added dvar
rtx_fx_cull_elem_draw_radius
to not cull effects within a set radius around the player
Build [3495]
- general code cleanup
- disable devgui hotkeys on debug builds
- fixed an issue with custom fastfile loading
- disabled loading of specular and normal maps to declutter the rtx-remix gui
- added commandline argument
-load_normal_spec
to re-enable specular and normal map loading- devgui no longer shows features that are not supported when in rtx mode
- debug visualization can now be rendered when in rtx mode
- main menu :>
Build [3490]
- general code cleanup
- game input is now getting blocked when an ImGui widget that wants text input is active
- changed commandline argument
-no_rtx
to-rtx
.
It's now required to run iw3xo with the-rtx
arg in order to activate rtx-remix modules (use the providedrun_remix.bat
)- removed commandline argument
-no_d3d9_check
- added fixed function rendering of non-batched bsp surfaces (dvar
r_pretess 0
)- added a feature to mark additional user-defined textures as sky (string dvar
rtx_sky_materials
- iw3xo will replace these with a replacement sky texture - same logic as dvarrtx_hacks
- can be useful for custom maps with custom skyboxes)- added a proper flashlight that is attached to the gun (
tag_flash
) - can be enabled within the debug light gui category
Build [3483]
- merged rtx branch into develop (automatically enable rtx modules if a
d3d9.dll
is found in the root dir)- fixed a bug that led to uppercase mod names -
fs_game
- playing demos with a mod that has no
mod.ff
should now work
- added commandline argument
-no_rtx
:: disable all rtx modules (useful if you are using ad3d9.dll
that is not rtx remix)- added commandline argument
-no_d3d9_check
:: active rtx modules even if no d3d9.dll was found (eg: if you are loading remix using asi loader)
Build [3480-rtx]
- first rtx branch release including all needed files
Build [3430]
- fix
load_iw3mvm
dvar- proper client versioning and github workflows (nightly builds)
- fixed mistakes in vector normalize3 & normalize3_glm (caused a lot of issues especially within movement functions)
- devgui tweaks
Build [3428]
- add custom mapEnts for each SP map to spmod (3 dm spawns, global intermission :: dynamically loaded)
- fix damage and respawn on SP maps
scr_testclients
now works on SP maps- intercept and skip a entity visibility check on SP maps (caused a crash when spawning bots)
- move MP-SP logic to module "_Map"
- slightly modify the map-exporter to export original mapEnts and not the custom ones
Build [3427]
- make SP maps loadable in MP
- add mod spmod (custom map gsc/createfx and globallogic tweaks)
- updated iw3xo_xcommon
- fix a crash when opening the config tab within the DayAndNight devgui tab
- load spmod
- use gametype
dm
-
devmap coup
(or any other sp map)
Build [3424]
- added "DayNightCycle" module
- fixed structures + general clean-up
- increased main menu fps cap to 125 FPS
- fixed in-game fps getting stuck at 500 FPS (Windows 10)
- you can now tweak world and weapon fov separately ("cg_fov_tweaks" -> "cg_fov" (world) & "cg_fov_gun")
- you can now tweak framefog using "r_fogTweaks" dvars
- fixed a crash when loading a mod from the main menu (changelog related)
- refactored devgui tabs
- added fov settings to the visual tab
- added fog settings to the visual tab
- added DayNight cycle tab
- dvar "cl_avidemo_streams_viewmodel" should now work as expected
Build [3421]
- added imgui_md
- added dxsdk
- added WinHttpClient
- added "_Client" module
- added "_Renderer" module
- added "Mvm" module
- cleanup and refactoring
- automatically load reshade.dll if placed in "iw3xo\bin"
- automatically load iw3mvm.dll if placed in "iw3xo\bin" and dvar "load_iw3mvm" is enabled
- forced "sv_punkbuster" to 0 (randomly crashed the game)
- increased Hunk
- increased Gmem
- proper d3d9 implementation
- devgui no longer needs r_d3d9ex enabled ^
- minor fixes for shader overlays
- sampler.resolvedPostSun now includes the latest frame with filmtweaks/visions
- added dvar "r_debugShaderTexcoord" :: show world and model uv's / texcoords
- added dvar "r_dumpShaders" :: dump shader binaries at runtime (to iw3xo\shader_dump)
- added dvar "r_wireframe_xmodels" and "r_wireframe_world" :: draw xmodels / world surfaces using their wireframe technique (use r_clear and r_clearcolor to manipulate filling-colors)
added dvar "r_cullWorld" and "r_cullEntities" to disable culling :: can be useful for vertex manipulating shaders (latched dvars, requires a vid_restart)(disabled for now)added dvar "r_drawDynents" :: disable drawing of dynamic entities(disabled for now)- added dvars to increase rendering buffers such as skinnedCache, smodelCache and various others ("r_buf_" :: make sure to disable r_fastSkin when rocking custom sizes :: disabled by default)
- R_MAX_SKINNED_CACHE_VERTICES and TEMP_SKIN_BUF_SIZE warnings are now dynamic and adjust to their respective buffer sizes ^
- fixed an out of memory error when trying to take screenshots with R_TakeScreenshot when using heavy mods
- fixed cl_avidemo screenshots being black (iw3mvm support)
- added dvar "cl_avidemo_streams" :: same as iw3mvm mvm_streams but with customization options :: "cl_avidemo_streams_" (iw3mvm support)
- added dvar "cl_pause_demo" :: pause demo's
- added dvar "pm_terrainEdgeBounces" :: allow terrainEdges to be bounceable (somewhat mimics console behavior)
- movement tweaks :: moved hud and CGaz settings into the debug tab
- map export :: added a few notes on what needs to be done in order to export maps
- menu :: added highlight dvars
- ImGui now uses OpenSans
- eyes (ui_eyes_position, ui_eyes_size, ui_eyes_alpha) :>
- proper changelog gui (symbiosis between ImGui and cod4 menus)
- latest changelog will be pulled once on startup (from https://raw.githubusercontent.com/wiki/xoxor4d/iw3xo-dev/Changelog.md)
Build [3386]
- Added dvar r_aspectRatio_custom (21:9 = 2.333) -> Use r_aspectRatio "custom" to enable
- Automatically load xcommon_iw3xo_addon.ff if found in zone/language (user fastfile to overwrite loaded assets)
- cubeMapShot command fixed (disable r_smp_backend when using it)
- Fixed brush indices drawing when using r_drawCollision_brushIndexVisible
- Minor fixes to texture scaling when exporting maps
- Use dvar mapexport_brush5Sides to export brushes with only 5 sides
- All IW3xo created files will now be placed in their respective directories in root/iw3xo/
- Implemented Ocean tab to tweak ocean shader settings in realtime
- Use the export button to export shader settings
- Shaders needs preprocessor #define USE_CUSTOM_CONSTANTS for this to work
- Visit https://xoxor4d.github.io/projects/cod4-ocean/
- xo_shaderoverlay can now be set to custom (define postfx material with xo_shaderoverlay_custom)
- Added dvar xo_shaderdbg_matrix to debug transformation matrices
Build [3369]
- shortcut ALT + Enter now works without developer mode
- some dvar mins/maxs have been changed (mainly collision and shader dvars)
- collision hud now uses the correct dvar to determine its color
- fixed a visual issue with weapon bullet spread
- some changes to dvar mins and maxs (mostly postfx shaders and debug collision)
- rawfile menu loading [/menu_loadlist_raw <menulist_name.txt>] (needs fs_usedevdir enabled)
- open any loaded menu by name [/menu_open <menu_name>, /menu_open_ingame <menu_name>]
- close any loaded menu by name [/menu_closebyname <menu_name>]
- Menu Exporter [/menu_export, /menu_list ...] ((c) SheepWizard)
- menu_loadlist_raw no longer drops the player when it was unable to find specified menu
- implemented ImGui (currently needs <r_d3d9ex> to be enabled)
- theres now a devgui for most of the dvars that where added [/devgui]
- imgui demo menu [/devgui_demo]
Build [3333]
- Increased asset pools (c) IW4x
- Usage of <xo_shaderoverlay> now disables <r_glow_allowed>
- Refactoring
- r_d3d9ex [enables extended dx9 interface (on by default)] (c) IW4x
- Fixed invalid sampler crashes when drawing debug polygons
- Increased performance when using unlit debug polygons (r_drawCollision_polyLit 0)
- fixed brushmodel exporting
- now skipping brushes with more then 128 points
- play with <mapexport_brushEpsilon1/2> and <mapexport_brushMinSize> to export smaller but prob. invalid brushes
- fixed matchbox-values
- re-added dvars <xo_conhintBoxTxtColor ...>
Build [3284]
- Fixed font size issues
- Borderless fullscreen (r_noborder + vid_xpos/ypos 0) (c) IW4x
- pm_debug_drawAxis [Draw axial information (Axis/Fps Zones)]
- pm_debug_drawAxis_radius [Radius of axis/zones circle]
- pm_debug_drawAxis_height [Height offset (from player origin)]
- pm_debug_drawAxis_col125/250/333 [Color of zone]
Build [3262]
- Fixed some texture scale issues
- Fixed some texture scale issues
- Exporter now writes brush contents
- Some brushside generation fixes
- Selection feature [Export only certain parts of the map by defining a bounding box]
- mapexport_selectionMode [Enables selection mode]
- mapexport_selectionAdd [Adds a point to the bounding box (needs 2 in total)]
- mapexport_selectionClear [Reset bounding box]
- mapexport_brushMinSize [Only export complex brushes if their diagonal length is greater then this]
- mapexport_brushEpsilon1 [Brushside generation epsilon 1 (adv. only)]
- mapexport_brushEpsilon2 [Brushside generation epsilon 2 (adv. only)]
- added changelog to the main menu
Build [3214]
- Fixed an access violation that could occur while getting brush indices from clipmap->leafbrushNodes[node].data.leaf.brushes (unfinished but fixes it for now)
- Added brushmodel support
- Changed default value for "pm_cpm_useQuakeDamage" to false (dvar influences stock rocket jumping)
Release [3537] <14th June 2024>
Release [3495] <18th Feb 2024>
Release [3490] <16th Feb 2024>
Release [3483] <8th Feb 2024>
Release [3480] <3rd Feb 2024>
Release [3430] <21st Aug 2022>
Release [3428] <11 Feb 2022>
Release [3427] <10 Feb 2022>
Release [3424] <14 Jul 2021>
Release [3421] <08 Jun 2021>
Release [3386] <23 Aug 2020>
Release [3369] <04 May 2020>
Release [3333] <23 Apr 2020>
Release [3284] <18 Apr 2020>
Release [3262] <12 Apr 2020>
Release [3214] <07 Apr 2020>