the D3D11 tweaks:
- better error message formatting
- D3DDDIERR_DEVICEREMOVED from Present is a fatal error too
- synchronized offsets is always the automatic behavior for now
it turns out that split mode isn't always the fastest for nVidia
- ditched vertex colors (not wanted) and alpha tests (not needed) in the shaders
- using a Bezier fall-off to get much softer edges
- added no-depth-write transparent surfaces support by adjusting the depth test
- multiplying the diffuse texture's color by its alpha in non-opaque passes
- fixed triangle rejection based on cull type and normal direction
- reflecting normals in shaders to support two-sided surfaces
- rejecting surfaces with no diffuse stage or bad blend states as early as possible
- liquids get lit weaker than other surfaces
this is because it would draw (parts of) geometric edges with different colors and that makes visual inspections annoying
also, final MSAA sample counts are always reported by GL3 and GL2 now
- OBS' game capture plug-in can't handle swap chains changing while capture is active
- loading a map and disconnecting will no longer break the capture
- vid_restart will still break the capture