diff --git a/README.md b/README.md
index db6f1220..ae631350 100644
--- a/README.md
+++ b/README.md
@@ -631,7 +631,7 @@ r_useSSAO [0 .. 1] | Use Screen Space Ambient Occlusion to d
r_forceAmbient | Default 0.5, controls additional brightness by Global Illumination
r_useFilmicPostFX [0, 1] | Apply several post process effects to mimic a filmic look
r_useCRTPostFX [0 .. 2] | CRT monitor/TV filter
-r_renderMode [0 .. 5] | Default 0 = Doom 3, 1 = Commodore 64, 2 = Commodore 64 Highres, 3 = Amstrad CPC, 4 = Amstrad CPC Highres, 5 = Sega Genesis, 6 = Sega Genesis Highres, 7 = Sony PSX
+r_renderMode [0 .. 7] | Default 0 = Doom 3, 1 = Commodore 64, 2 = Commodore 64 Highres, 3 = Amstrad CPC, 4 = Amstrad CPC Highres, 5 = Sega Genesis, 6 = Sega Genesis Highres, 7 = Sony PSX
## Modding Support
Name | Description
diff --git a/RELEASE-NOTES.md b/RELEASE-NOTES.md
index 879b0226..f9400099 100644
--- a/RELEASE-NOTES.md
+++ b/RELEASE-NOTES.md
@@ -23,65 +23,64 @@ _______________________________
# RBDOOM-3-BFG 1.6.0 adds Retro Rendering Support and Better Modding Support
## Retro Rendering
-There are new Retro 8-bit/16-bit/PSX rendering modes.
+Experience the nostalgia of the 8-bit and 16-bit eras with the Retro Rendering Modes, including the Commodore 64, Amstrad CPC 6128, Sega Genesis/Megadrive and Sony PSX styles.
-The new rendering modes can be set in the menu options but it's controlled mainly r_renderMode.
-The values are 0 = Doom, 1 = Commodore 64, 2 = Commodore 64 Highres, 3 = Sega Genesis, 4 = Sega Genesis Highres, 5 = Sony PSX
+Immerse yourself in the authentic Commodore 64 mode, faithfully replicating the original 16-color palette. Step into the vibrant world of Sega Genesis, with its impressive 512-color range thanks to 3-bit per channel technology. And for those seeking a true PlayStation experience, the PSX mode brings back unfiltered textures and adds a captivating screen space dithering effect.
-The Commodore 64 mode regulates all colors down to the original 16 color palette.
-The Sega mode mimics 9 bit color HW which means 3 bit per color channel resulting in a total of 512 colors.
-The PSX mode only turns off linear filtering for the textures and applies a screen space dithering effect.
+The retro rendering modes transport you back to the golden age of gaming, with a resolution that mimics the beloved 320x240 display, now extended to a widescreen 480x270 format. To enhance the arcade feel, two new CRT filters are included that overlay the entire game, including Doom 1 & 2.
-All retro rendering modes try to mimic the 320x240 resolution but it is extended to 16:9 so it is 480 x 270.
-Highres modes only apply a higher resolution dithering on the pixelated output.
+To access these retro rendering modes, simply navigate to the menu options and select your desired mode. Alternatively, you can control the rendering mode by modifying the `r_renderMode` variable. The available values for `r_renderMode` are as follows: Default (0) for Doom 3, Commodore 64 (1), Commodore 64 Highres (2), Amstrad CPC (3), Amstrad CPC Highres (4), Sega Genesis (5), Sega Genesis Highres (6) and Sony PSX (7).
-The PSX mode has no additional artifacts yet like wiggling vertices or textures.
-
-There are also 2 new CRT filters that are drawn on top of everything else (even the console) for more arcade vibes.
-The CRT filters also work with Doom 1 & 2^
-
-
+
## Better Ingame Light Editor
-The Light editor can be opened using the `editLights` command in the console. Just bind F1 editLights.
+The Light editor has undergone a complete revision, bringing you an enhanced and intuitive editing experience. With the new and improved Light editor, you can effortlessly modify and fine-tune your lighting setups.
-It can be docked into certain screen areas.
-It features a gizmos for translation, rotation and scaling lights and a experimental menu bar.
-Light transforms can also be edited directly.
-Gizmos can use snapping with defaults: 4 units for grid snapping, 15 degrees for angle snapping and 10% for scale snapping.
+To access the Light editor, simply use the `editLights` command in the console or bind it to a convenient key, such as F1. Once opened, the Light editor can be docked into different screen areas, allowing you to customize your workspace to suit your preferences.
-It also provides a few keyboard shortcuts:
+The Light editor features a range of powerful gizmos that enable you to easily manipulate lights in your scene. Whether you need to translate, rotate, or scale lights, the gizmos provide precise control over every aspect of your lighting setup. Additionally, you can edit light transforms directly, giving you even more flexibility and control.
+To ensure accuracy and precision, the Light editor includes snapping functionality. By default, the grid snapping is set to 4 units, angle snapping to 15 degrees, and scale snapping to 10%. This allows you to align lights perfectly and achieve the desired look and feel for your scene.
+
+To streamline your workflow, the Light editor also provides a set of convenient keyboard shortcuts. These shortcuts allow you to perform common actions quickly and efficiently, saving you valuable time and effort.
+
+```
G: Change to the translation gizmo
R: Change to rotation gizmo
Alt + R: Reset the current rotation
-s: Change to scaling gizmo
+S: Change to scaling gizmo
Ctrl + S - Save all changed lights
-Ctrl + D - Duplicate the existing light (Should not be used yet beause it adds a light every frame. It is better to add lights in TrenchBroom)
+Ctrl + D - Duplicate the current light
+```
+
+[](https://www.youtube.com/watch?v=vmuJ7f3FSio)
## Better TrenchBroomBFG Support
-This build solves several issues with TrenchBroom and the required convertMapToValve220 command.
+TrenchBroomBFG has some exciting updates! Now, you can toggle the visibility of patches, giving you more control over your designs. Additionally, models can be scaled using the modelscale/modelscale_vec keys in TrenchBroom. We've also introduced linked group instances, making it easier to create complex structures. And if you've had issues with leaking when using the `convertMapToValve220` command, those problems have been fixed.
-TrenchBroomBFG has been updated and you can toggle the visibility of patches.
+Light entities with models are automatically grouped into new light groups and the models are moved to new func_static entities when using the `convertMapToValve220` console command. This workaround allows you to work with TrenchBroom's clean architecture where point entities cannot have optional brushes or patches.
-Light entities that have models get automatically grouped to new light groups and the models are moved to new func_static entities.
-Neither the vanilla Doom 3 ingame light editor which editLights is based on nor TrenchBroom supported editing those lights properly and this is the proper workaround to work with TrenchBroom's clean architecture where point entities can't have optional brushes/patches.
+Upgrade your mapping experience with TrenchBroomBFG!
## Standalone BSP Compiler
-Some people requested a separate oldschool map compiler so they don't have to open the engine every time they compile a map. Now you can just hit a button in TrenchBroomBFG.
+Some people requested a separate oldschool map compiler so they don't have to open the engine every time they compile a map. Now you can just hit a button in TrenchBroomBFG using this sample configuration:
+
+
+
rbdmap.exe is not only dmap but also provides the collision manager and AAS builder (runAAS cmd).
So like in the embedded dmap cmd the .cm files and .aas files are also automatically built.
rbdmap.exe uses Imtui with pdcurses on Windows to have features a like progress bar and just the old terminal output on Linux.
-
+Also, there is a `significant improvement in dmap speed` by reducing the number of prints to a level similar to q3map.
+For example, Mars City 1 now compiles in 15 seconds instead of 88 seconds on the developer machine.
## Improved Modding Support
-This build brings back .pk4 support and the classic flash light through a gameplay option.
+The virtual filesystem has been revised, bringing back .pk4 support and changing the file lookup order in .resources paks to match previous id Tech engines.
-It also should help modders to organize the content as the filesystem has been slightly changed so paks in mod folders are ensured to have a higher priority regardless of multimod filename clashes. So there is no need to name your pak files zzzWhatever.resources.
+It should help modders to organize the content as the filesystem has been slightly changed so paks in mod folders are ensured to have a higher priority regardless of multimod filename clashes. So there is no need to name your pak files zzzWhatever.resources.
E.g. a Multimod setup:
```
@@ -119,33 +118,32 @@ C:\Projects\RBDOOM-3-BFG/base/_common.resources (2262 files)
zzz_E3_Alpha_Weapons.resources has a higher priority now regardless of how the other paks are named.
-## Misc Changes & Bugfixes
-Steven Pridham fixed the game related post-processing fullscreen FX effects.
-There are also a number of fixes concerning the multiplayer code. Create Private Match with clients now works reliably.
-The missing functionality of the online game browser and leaderboards hasn't been fixed.
+## Miscellaneous Changes & Bugfixes
-Steven Saunders fixed many Linux/macOS specific compiler warnings and extended the renderer to support the Optick profiler using the Vulkan backend.
-That feature is for coders and not part of the binary.
+Steven Pridham has resolved the fullscreen FX effects, enhancing the game's visuals.
-NVRHI has been updated to the version on 25 February.
-The shader compiling part was also split out of NVRHI into a new ShaderMake tool by Nvidia.
+A classic flashlight option has been added for a nostalgic gameplay experience.
-You can get Blender lights to work with the glTF workflow without the need to place fake light entities in Blender.
-VR options are stripped from the settings menu and com_showFPS > 2 show the VRAM memory usage.
+Private matches now function flawlessly, with ongoing efforts to fix the online game browser and leaderboards.
-Optick has been improved for macOS and Vulkan and otherwise most changes are developer related.
-The renderdemo code has been removed and if you compile the engine without Classic Doom support then you will bypass the startup screen and get into the main menu immediatly.
+Steven Saunders, has addressed many Linux/macOS related compiler warnings and improved the renderer. The renderer now supports the Optick profiler using the Vulkan backend.
+Optick has been enhanced for macOS and Vulkan users.
-This update fixes a critical issue where the loading screen inadvertently caused textures to load recursively. This fix ensures a smoother, more efficient experience by optimizing texture management and significantly reducing redundancy in video memory on low VRAM graphics cards.
+NVRHI has been updated to the latest version, and a new tool called ShaderMake by Nvidia has been integrated.
+
+Blender users can seamlessly integrate Blender lights into their glTF workflow.
+
+VRAM memory usage can be monitored by setting com_showFPS to a value greater than 2.
+
+A critical issue with recursive texture loading during the loading screen has been fixed, resulting in improved performance and optimized texture management.
+
+The bug causing the game to crash when triggering the bathroom mirror horror effect in Vulkan has been resolved.
-Furthermove there is a critical bugfix for Vulkan users. The game crashed when the bathroom mirror horror effect was triggered.
Changelog:
-* Updated README to reflect some of the newer changes
-
* Allow skipping intro videos with Escape or Xbox controller Menu button
* Fixed VRAM memory leak when reloading maps
@@ -180,8 +178,6 @@ Changelog:
* Drastic dmap speed boost by reducing prints like in q3map
-* Added collision manager and AAS builder to dmap
-
* Replaced JPG/PNG code with stb_image snippets from dhewm3
* Allow static glTF2 models to be inlined in dmap and kicked unused Collada DAE support
@@ -1141,7 +1137,7 @@ Using the models argument will also export all needed models by entity declarati
* Initial support for the LoongArch64 architecture (thanks to Ramil Sattarov)
-* Initial support for the PPC64LE architecture (thanks to Trung Lê)
+* Initial support for the PPC64 architecture (thanks to Trung Lê)
* Initial support for the Raspberry Pi 4 (thanks to Alejandro Piñeiro)