diff --git a/README.md b/README.md
index eab7f74f..b96ea5db 100644
--- a/README.md
+++ b/README.md
@@ -107,20 +107,22 @@ Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessi
---
## ".plan"
+* ~~Fix GPU Skinning with Vulkan~~
+* ~~Fix the lighting with stencil shadows with Vulkan~~
+* Finish adapting the Vulkan renderer backend based on Dustin Land's vkDOOM3
+* Port all the extras like HDR, Shadow Mapping and Post Processing to Vulkan
+* Use ImGui to show renderer stats like com_showFPS 2 and more detailed renderer stats
+* Get ImGui to run with Vulkan and show the Vulkan memory fragmentation with it live
+
* Finish PBR texture support
-* Add IBL lighting and [Light probe interpolation using tetrahedral tessellations](https://gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral)
+* Finish partly integrated IBL lighting and [Light probe interpolation using tetrahedral tessellations](https://gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral)
* Generate IBL probes on the GPU through compute shaders
* Add Screen Space Reflections
-* Finish adapting the Vulkan renderer backend based on Dustin Land's vkDOOM3
-* Fix GPU Skinning with Vulkan
-* Fix the lighting with stencil shadows with Vulkan
-* Port all the extras like HDR, Shadow Mapping and Post Processing to Vulkan
-* Get ImGui to run with Vulkan and show the Vulkan memory fragmentation with it live
* Evaluate Blender 2.8 as a complete replacement for D3Radiant and update the scripts for it
---
## May or may not ".plan"
-
+* Add a DX12 Ultimate renderer backend
* Add [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/)
* Give Mara's and McGuire's DeepGBuffer Screen Space Global Illumination a second try with Christoph Schieds' A-SVGF realtime denoising because A-SVGF works really well in Q2RTX
* Port Virtual Texturing support from [IcedTech](https://github.com/jmarshall23/IcedTech)
@@ -131,7 +133,6 @@ Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessi
* Imrpove SMAAA with Temporal Anti-Aliasing (SMAA T2x)
* Replace collision detection and physics with PhysX 4.1
* Add glTF 2.0 support for static models and animations because it is the new JPG of 3D ;)
-* Replace sound system with [SoLoud](https://github.com/jarikomppa/soloud)
---
## General Notes
diff --git a/RELEASE-NOTES.md b/RELEASE-NOTES.md
index d5a3ba97..9137b355 100644
--- a/RELEASE-NOTES.md
+++ b/RELEASE-NOTES.md
@@ -14,16 +14,27 @@ Thank you for downloading RBDOOM-3-BFG.
_______________________________________
-TBD in early 2020 - RBDOOM-3-BFG 1.3.0
+TBD - Changes since RBDOOM-3-BFG 1.2.0
_______________________________
-- Finish Vulkan renderer backend
+- Fixed GPU Skinning with Vulkan
-- Fix GPU Skinning with Vulkan
+- Fixed the lighting with stencil shadows with Vulkan and added Carmarck's Rerverse optimization
-- Fix the lighting with stencil shadows with Vulkan
+- Added anisotropic filtering to Vulkan
+
+- Added Git submodule glslang 7.10.2984 -> stable release Nov 15, 2018
+
+- Changed light interaction shaders to use PBR GGX Cook-Torrance specular contribution. The roughness input is estimated by the D3 glossmap if no PBR texture is provided
+
+- PBR texture support ground work is done. Only a few bits are left to be enabled.
+
+- Extended ambient pass to support Image Based Lighting using a single fixed cubemap at the moment (r_useIBL)
+
+- Turned off Half-Lambert lighting hack in favor of IBL
+
+- Vulkan version builds on Linux. Big thanks to Eric Womer for helping out the SDL part.
-- Port HDR and Shadow Mapping to Vulkan