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Updated .plan in RELEASE-NOTES
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@ -18,6 +18,75 @@ _______________________________________
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TBD - RBDOOM-3-BFG 1.5.0
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_______________________________
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## .plan - April 18, 2023
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Stephen Saunders contributed support for borderlesss fullscreen mode which can also be set by commandline with r_fullscreen -2. It's enabled automatically if you switch from windowed mode to fullscreen by using Alt + Enter. You can’t tell the difference visually. However, stick to borderless mode over fullscreen mode if you use multiple monitors.
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You can access your displays and launch various apps while your game or work stays on the main display.
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This has the advantage that you can better run RBDOOM-3-BFG simultanously along with TrenchBroomBFG, Blender, Krita or any other gamedev weapon of choice.
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But, there is a downside to borderless mode, depending on your device.
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Most operating systems like Windows, for example, will continue dedicating resources to all background processes.
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This means you might get less performance and experience input lag if you’re running a game or a demanding app.
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If you need to squeeze some extra FPS, go back to real fullscreen mode to see if it makes a difference.
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The glTF2 importer has been rewritten to make it more robust. The -transermotion option might not work.
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The importer has still some bugs left like -scale only works on certain models.
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It is not necessary anymore to specify the name of the armature node.
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It will automatically find the rig node but the exported .glb model should have only one skeleton.
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The rest was cleaning up the code and removing unused OpenGL and Vulkan code.
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Changelog:
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* Support Borderless Fullscreen and Borderless Window modes for Win32 and SDL platforms
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* Fixed recursive mesh adding in findEntities for glTF2 scenes
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* Changed animated glTF2 models to be cached like MD5 meshes so model overlays work on them
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* Store glTF2 source timestamp in .bglb binary cache file
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* Fixed loading glTF2 models with multiple skinned meshes
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* Added -rotate [yaw] glTF2 import option
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* Added glTF2 import option -nomikktspace
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* If -DSTANDALONE=ON option is set filesystem will look for content/ instead of base/
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* Removed stencil shadow volumes with additional fixes by icecoldduke
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* Reverted com_smp back to CVAR_BOOL
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* Removed unused cvar r_useHalfLambert
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* Update README for VS 2022
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* Fix Vulkan Vsync mode and handle NUM_FRAME_DATA = 2 or 3
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* Fix Vsync mode switching to support all modes: 0 (off), 1 (smart), 2 (on)
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* Show shadow atlas stats with com_showFPS 3
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* Enable D3D12 Debug Layer with r_useValidationLayers 2
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* Removed broken aviDemo code. External tools do a better job on this
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* Removed obsolete sdl_glimp.cpp
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* Removed many obsolete #if defined( USE_NVRHI )
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* Removed renderprogs/ legacy HLSL shaders that were translated to GLSL
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* Removed OpenGL code from win_glimp.cpp
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* Killed entire HLSL -> GLSL conversion code
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* Removed more obsolete Vulkan & OpenGL code
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## .plan - March 08, 2023
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This build improves the performance again by about 60% through a different V-Sync implementation by Steve Saunders. It seems to require tripple buffering and slightly more memory but elimates the stalls between CPU <-> GPU syncing.
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