mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-13 22:22:05 +00:00
Updated .plan
This commit is contained in:
parent
bcc0aa89d8
commit
e0da5a7890
1 changed files with 26 additions and 0 deletions
|
@ -18,6 +18,32 @@ _______________________________________
|
|||
TBD - RBDOOM-3-BFG 1.6.0
|
||||
_______________________________
|
||||
|
||||
## .plan - January 16, 2025
|
||||
|
||||
This test build comes with HDRI support and a few critical bugfixes that save video memory and avoid unnessessary duplicated .bimage files.
|
||||
|
||||
Changelog:
|
||||
|
||||
* Fixed bad lightgrid lookups if models span multiple areas. close #965
|
||||
|
||||
* Fixed several bugs in the .bimage lookup logic
|
||||
|
||||
* Added HDRI extension to the material system
|
||||
|
||||
* Added default loading screen for custom maps
|
||||
|
||||
* Simplified image loading code
|
||||
|
||||
* Fixed potential memleaks in R_LoadEXR and R_WriteEXR
|
||||
|
||||
* Added cacheGlobalIlluminationData cmd to turn env/maps/*.exr into .bimage files
|
||||
|
||||
* Apply invertGreen( normalmap ) with DX normalmaps and makeMaterials
|
||||
|
||||
* Added some docs by Mr.Elusive about the BFG architecture
|
||||
|
||||
|
||||
|
||||
## .plan - January 02, 2025
|
||||
|
||||
This test build comes with a new TrenchBroomBFG build that drastically reduces the load time of maps that use custom models with higher polycounts than the typical Doom 3 models. This reduces the load time to seconds instead of minutes and makes the editor feasible to work with more modern models like Epic's Sun Temple demo or Crytek's Sponza level.
|
||||
|
|
Loading…
Reference in a new issue