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- Game
- - Removed gasmask_diffuse.ps shaders
- - Removed glass reflection shaders
- - New gasmask shaders
- - Updated gasmask textures for new system | Compressed with DXT3.
- - Fixed broken vertex position of water
- - Fixed few incorrect variable names, added screen_res constant to gasmask_common.h
- - Added PCSS shadow filterind (DX11/10), removed old GSC code for filters
- - Changed shadowmap filtering for volumetric lighting
- - Fast travel spot discovering now uses a callback instead of updating every 100ms
- - Hand should no longer change position when crouch-walking with an AS Val
- - Enabled debug prints for timer actions - might be helpful to find which calls break timers for level changing, artefact containers, ...
- - Freelook offset wasn't used for basic AS Val HUD
- - Removed "on_smart_terrain_visited" in favor of "actor_on_interaction"
- - Refresh UIs on changed resolution
- - Refresh Level Changer hints on changed resolution
- - Holding shift no longer blocks accessing inventory boxes
- - Restored old act_arm_berill texture instead of the tree bark skin
- - Text fixes, adjustments
- - Fixed name on enemy healthbar not showing if enemy was a mutant
- - Fixed entering code freezing inventory
- - Fixed numpads carrying over code from other ones
- - Now you can open doors by enetering code even before finding the corpse
- - Fixed not being able to pick up stuff without having an outfit equipped
- - Adjusted slider so it can pick only valid values, or fix console command to accept form 0.1
- - Added new interactable encyclopaedia entries and supplied them with text
- - Fixed npc not using healing items
- - Entries now have images, also we have some more text tweaks.
- - More entries for Sin, more dialogue for generic NPCS, more text tweaks
- - NPC say healing line when they do mid combat
- - Removed a spam print, inverted move and donate in trading window and added a debug command
- - Improve the infamous Military Stalker note, sorted out weird lore on the knives, polished Voronin further and brought the Resistance tooltips more in line with how Anomaly works
- - Fixes, removed unused config lines, removed debug prints
- - Fixed losing hunting kit bug with first hip quest
- - Make punch drop item only if gun
- - New text translation and further text fixes
- - Added "squad_on_after_game_vertex_change" and "squad_on_after_level_change" callbacks
- - Fixed some shader related issues
- - Fixed some animation issues
- - Shooting the explosive barrels on darkscape bridge no longer cripples performance
- - Updated with latest psi changes
- - Added game.translate_string() for xr_eat_medkit chatter character community
- - Static hud_fov for the pda to avoid unreadable pda on high hud_fov settings
- - Removed physics from the workshop table to fix physics explosions caused by it
- - Added missing captures definition for hip's model
- - No message if npc too far to avoid spam of npc in combat far from player
- - Fix for weapon shading in R1
- - Aslan now accepts duty patches for the lottery
- Engine
- - Allow level map screenshots on DX10/11
- - No need to force fullscreen for level map screenshots
- - Added missing hud_mode to r3 and r4 lights and adjusted it to no longer use g_fov
- - Reworked script onbeforehit callbacks and added "weapon_id" to SHits, SHits can change the draftsman of onbeforehit callbacks now
- - Added _G.CActor__OnBeforePHCapture callback (comes with a bool that tells you if the visual you're trying to capture exists in [ph_capture_ visuals]
- - Adjusted "wpn_degradation" command min/max to 0.1 - 2.0
- - Removed "adjust_hud_fov" field for hud items since it's no longer needed
- - Added "hud_fov" field for hud items to give them a specific hud_fov (useful for the pda)
- - PiP scopes no longer render in alt-aim or grenade launcher mode
- - Fixed :set_visual_name()
- - All hud items can make use of custom script ui now
- - Removed unused samplers from raindrops blender
- - Nightvision framework, tweaked on/off "switch" for gasmask/nightivsion effects
- - Added temp rendertarget of scene for SSR
- - Clean depth/stencil buffer every single frame to avoid ghosting....
- - Added blur phase Info: Outputs full res, half res, quarter res, blurred image. Useful for NV/DOF
- - Added bloom phase for new pp_bloom
- - Updated gasmask renderphase
- - Updated pp_bloom renderphase
- - Updated blur renderphase
- - Updated depth of field renderphase
- - Updated raindrops renderphase
- - Updated nightvision renderphase
- - Changed grass culling mode
- - Updated vertex shaders for postprocessing blender
- - Added example of proper renderphase DX9-11.
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