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Update Changelog
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Changelog.md
23
Changelog.md
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@ -14,6 +14,11 @@ Note: Numbers starting with a "#" like #330 refer to the bugreport with that num
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It can also be opened while in the game, which then is paused (if Single Player) but still visible,
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so the effect of most graphics settings can be seen immediately.
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Needs SDL2 and C++11.
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* "Soft" Particles (that don't "cut" into geometry but fade smoothly), based on code from The Dark Mod
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2.04. Can be enabled/disabled with `r_useSoftParticles`, is applied automatically for all appropriate
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particles (view-aligned, using additive or alpha blending and not too small)
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* `r_enableDepthCapture`: Enable capturing depth buffer to texture, needed for the soft particles.
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Can be used in custom materials by using the `"_currentDepth"` texture
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* Replaced dependency on (external) zlib with integrated [miniz](https://github.com/richgel999/miniz)
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* HighDPI/Retina support
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* Allow inverted mouse look (horizontally, vertically or both) with `m_invertLook`
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@ -28,15 +33,15 @@ Note: Numbers starting with a "#" like #330 refer to the bugreport with that num
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downscaling by OpenAL's output limiter
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* If `r_windowResizable` is set, the dhewm3 window (when in windowed mode..) can be freely resized.
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Needs SDL2; with 2.0.5 and newer it's applied immediately, otherwise when creating the window.
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* "Soft" Particles (that don't "cut" into geometry but fade smoothly), based on code from The Dark Mod
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2.04. Can be enabled/disabled with `r_useSoftParticles`, is applied automatically for all appropriate
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particles (view-aligned and using additive or alpha blending).
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For custom particles you can configure this per particle stage, with the `"softeningRadius"` attribute.
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Generally it's the radius in Doom-Units used for fading, special values are `-2` (auto-mode, same
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as particles where this isn't specified at all) and `-1` (disable softening, render like in orig Doom3).
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* `r_enableDepthCapture`: Enable capturing depth buffer to texture, needed for the soft particles.
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Can be used in custom materials by using the `"_currentDepth"` texture.
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* If switching between fullscreen and windowed mode or similar changes causes issues (like
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[here](https://github.com/dhewm/dhewm3/issues/587#issuecomment-2205807989)), you can set
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`r_vidRestartAlwaysFull 1`, so (again) a full `vid_restart` is done, instead of the partial one
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which *usually* suffices for just changing the resolution or fullscreen state. If you run into that
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issue (probably a driver bug), you'll probably also want to set `r_windowResizable 0`, because
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resizing the window that way also triggered the bug, and in that case no `vid_restart` is done at all
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* Fixed screenshots when using native Wayland (`SDL_VIDEODRIVER=wayland`)
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* If you enter the `map` command in the console, without any arguments, the current map name is printed
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* Support OpenGL debug contexts and messages (`GL_ARB_debug_output`). Can be enabled with `r_glDebugContext 1`. Changing that CVar requires a `vid_restart` (or set it as startup argument)
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1.5.3 (2024-03-29)
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------------------------------------------------------------------------
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