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Changelog

#xoxor4d edited this page Jun 14, 2024 · 24 revisions

Build [3537]

[General]

  • 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)

[RTX Remix related changes]

  • 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 + enables r_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]

  • general code cleanup
  • disable devgui hotkeys on debug builds
  • fixed an issue with custom fastfile loading

[RTX Remix related changes]

  • 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]

  • general code cleanup
  • game input is now getting blocked when an ImGui widget that wants text input is active

[RTX Remix related changes]

  • 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 provided run_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 dvar rtx_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]

[General]

  • 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

[RTX Remix related changes]

  • added commandline argument -no_rtx :: disable all rtx modules (useful if you are using a d3d9.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]

[RTX Remix only release]

  • first rtx branch release including all needed files

Build [3430]

[General]

  • 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]

[General]

  • 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]

[General]

  • 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

Loading SP maps

  • load spmod
  • use gametype dm
  • devmap coup (or any other sp map)

Build [3424]

[General]

  • added "DayNightCycle" module
  • fixed structures + general clean-up

[Rendering]

  • 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

[Menu / Gui]

  • 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

[Moviemaking]

  • dvar "cl_avidemo_streams_viewmodel" should now work as expected

Build [3421]

[Dependencies]

[General]

  • 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)

[Common]

  • increased Hunk
  • increased Gmem

[Rendering / Shaders]

  • 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 ^

[Moviemaking]

  • 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

[Movement]

  • added dvar "pm_terrainEdgeBounces" :: allow terrainEdges to be bounceable (somewhat mimics console behavior)

[DevGui]

  • 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

[Menu]


Build [3386]

[General]

  • 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)

[Map Export]

  • 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/

[ImGui / Ocean Shader]

  • 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/

[Shader Overlays]

  • 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]

[General]

  • 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)

[Menus]

  • 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

[Menus]

  • 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]

[General]

  • Increased asset pools (c) IW4x
  • Usage of <xo_shaderoverlay> now disables <r_glow_allowed>
  • Refactoring

[Renderer]

  • 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)

[Map Export]

  • 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

[Console]

  • fixed matchbox-values
  • re-added dvars <xo_conhintBoxTxtColor ...>

Build [3284]

[General]

  • Fixed font size issues
  • Borderless fullscreen (r_noborder + vid_xpos/ypos 0) (c) IW4x

[Movement]

  • 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]

[Map-Export]

  • 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)]

[UI]

  • added changelog to the main menu

Build [3214]

[Map-Export]

  • 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

[PM_Movement]

  • Changed default value for "pm_cpm_useQuakeDamage" to false (dvar influences stock rocket jumping)