```
____ ____ ____ _____ ____ ______ ______
/ __ \ / __ ) / __ \ ____ ____ ____ ___ |__ / / __ ) / ____// ____/
/ /_/ // __ |/ / / // __ \ / __ \ / __ `__ \ /_ < / __ |/ /_ / / __
/ _, _// /_/ // /_/ // /_/ // /_/ // / / / / /___/ // /_/ // __/ / /_/ /
/_/ |_|/_____//_____/ \____/ \____//_/ /_/ /_//____//_____//_/ \____/
_______________________________________________________________________
```
RBDOOM-3-BFG Release Notes - https://github.com/RobertBeckebans/RBDOOM-3-BFG
Thank you for downloading RBDOOM-3-BFG.
_______________________________________
TBD - RBDOOM-3-BFG 1.5.0
_______________________________
## .plan - May 29, 2022
This version replaces OpenGL with DX12 using the NVRHI API.
NVRHI (NVIDIA Rendering Hardware Interface) is a library that implements a common abstraction layer over multiple graphics APIs (GAPIs): Direct3D 11, Direct3D 12, and Vulkan 1.2. It works on Windows (x64 only) and Linux (x64 and ARM64).
The initial port to NVRHI and major work was done by Stephen Pridham. Big thanks for that!
* Renderer uses DX12 instead of OpenGL. Vulkan isn't supported yet
* SMAA has been replaced with a Temporal Anti Aliasing solution by Nvidia. This not only fixes geometric aliasing but also shader based aliasing like extreme specular highlights by the PBR shaders.
* The MSAA option is gone for the moment
* Shadow mapping uses a fat shadowmap atlas instead of switching between shadowmap buffers and the HDR render target for each light
* Shaders are not compiled at runtime anymore. They are compiled in advance by CMake using the DXC shader compiler and distributed in binary form under base/renderprogs2/dxil/*.bin
* All shaders have been rewritten to proper HLSL
_______________________________________
06 March 2022 - RBDOOM-3-BFG 1.4.0
_______________________________
## .plan
This version improves support for mapping with TrenchBroom. Until now you needed to extract and copy the vanilla Doom 3 models and textures over to the base/ folder to see the content in the TrenchBroom entity browser and texture viewer.
Owning the original game next to the BFG edition is not necessary anymore.
This version comes with a couple of new RBDOOM-3-BFG console commands that lets you export particular parts of the .resources files to the base/_tb/ folder.
You need to call exportImagesToTrenchBroom once and you are good to go to start mapping with the TrenchBroom level editor.
TrenchBroom comes with several more Doom 3 specific changes. After loading a map TrenchBroom generates unique entity names and also fixes missing or bad "model" keys for brush based entitites.
Also creating new entities like light will automatically receive names like light_2.
This patch also contains a couple of func_group related bugfixes. func_group works now with brush based entities, point entities and just regular brushes.
## Changelog
[TRENCHBROOM]
* Tweaked exportFGD command for new icons
* Added new icons to TrenchBroom for certain entities like lights, speakers or particle emitters
* TrenchBroom offers a dropdown menu to select the Quake 1 light style for lights
* Drastically improved loading time of textures for materials in TrenchBroom
* Added RBDoom console command convertMapToValve220 `