Show pageDiscussionOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. =====Alpha 18 Changelog===== **Release Date:** TBD //This version is not released yet. This changelog will be updated regularly before until this version is released.// //Be aware that this changelog only give information about core engine changes/additions. Gameplay new elements and improvements are not listed here as it would spoil player and they are to many changes for it to be correctly listed here.// <panel type="primary" title="New"> - **Engine and game code completely reworked from scratch** - The game is now compiled in 64 bits to take advantage of every RAM memory available on the system. WINDOWS 7/8/10 64 bits is REQUIRED in order to run the game - Engine is now compiled using the latest Microsoft visual studio compiler for improved performances - Engine is now able to use every CPU cores for accelerating various calculations by running parallel tasks - Engine has now official support of Windows 10 - Usage of C++11/14/17 language for improved engine/game code architecture and performance - Complete modding toolset in now integrated with the game (map editor, model/texture converters, material editor, texture editor...) - Renderer is now based on DirectX 11.1 graphic API (old version was OpenGL 2.1 which is the equivalent of DirectX 9) - Added Physically Based Rendering (PBR) support - Lighting pipeline is now linear and gamma correct - Added physically based light brightness and temperature support - Added shader bytecode caching system - Added lit particles support - Added skinned decals support - Added threaded occlusion culling support - Added geometry shaders support - Added hardware tesselation support - Added specular color change support - Added 4096x4096 pixels shadowmap support - Added 3D textures support - Added "ACES Filmic Tone Mapping" support - Added "Sky Atmosphere" post-process effect support - Added "Sepia" post-process effect support - Added "Vibrance" post-process effect support - Added "Luminance Sharpen" post-process effect support - Added "Vignette" post-process effect support - Added "Chromatic Aberration" post-process effect support - Added color blindness filters support - Added Variance Shadow Mapping support - Added texture arrays support - Added ribbon trail effect support - Added video playback support (.OGV format) - Added height fog effect support - Added inverse square light falloff support - Added negative light brightness support - Added Ambient Occlusion maps support into the material system - Added new node/component 3D scene management based system - Added terrain shadows support - Added terrain surface type detection system - Added terrain decals support - Added terrain smooth LOD transition support - Added texture macro variation system to reduce the terrain texture tiling effect - Added terrain triplanar texture mapping support - Added vegetation billboards occlusion culling support - Added threaded vegetation update support - Added adjustable grass density support - Added grass LOD support - Added vegetation sway movement support - New photorealistic sky system - Added rain simulation support - Added water realtime reflections support - Added new roads generation system - Added roads blending effect with terrain at road start and end point - PhysX engine upgraded to version 4.1.1 (old version was 3.3.0) - Physics engine code completely rewritten - Added Multi Box Pruning physics broadphase algorithm support - Added convex hull decomposition physics shape support - Added physics constraints (joints) support - Added dynamic physics shape type change support - Added compound physics shape support - Added physics sweep and overlap queries support - Added trigger physics shapes support - Added box character controller support - Added GPU accelerated rigid bodies support - FMOD audio engine updated to version 2.0 (old version was 1.05) - Added FMOD Studio API/tool support - Added support of changing used audio device - Added audio DSP effects support - Added sound preloading system - Added sound priority system - Added threaded sound loading support - Added sound sources live editing support - Added vertex morph animation support - Added animation trigger system - Added additive animation blending support - Added animation root motion support - Navmesh (AI navigation) system completely reworked - Added new navmesh dynamic rebuilding system - Added navmesh serialization/deserialization support - Added navmesh threaded generation support - Added navmesh offmesh connection support - Particle System completely reworked - Added particle basic collision support - Added particle complex emitter types support - Added particle atlas animation support - Added particle emitter zones/shapes support - Added particle complex emitter modifiers support (vortex, gravity...) - Added particle emitter interpolators support for colors/params - Added Async zone (map) loading support - Added XML full unicode support - Added XML file patching system - Added config system inheritance support - Added localization special character accents support (French, German, Czech...) - Added localization russian cyrillic support - Added localization chinese support - Added localization korean support - Added localization japanese support - Added borderless window mode support - Added new 3D ".mdl" mesh binary file format - Added automatic model optimization system (remove duplicated vertices, fix wrong normals, optimize vertices topology...) - Added resources multithreaded background loading support - Added Steamworks API integration (overlay, steamfriends...) - Added new game scripting system - Added UI custom styles support - Added numerous new UI element types - Added UI translucency support - Added UI floating point font size support - Added UI font oversampling support - Added UI scaling support - Added UI elements rotation support - Added input double key press detection support - Added "Uber Noise system" used for procedural generation - Added Parallax Occlusion Mapping support (on meshes and terrain) - Added Sky Lighting post-process effect - Added Variable Refresh Rate support </panel> <panel type="primary" title="Changed/Improved"> - Various optimizations (Usage of special CPU instructions set, optimized functions...) - Improved deferred rendering technique - Improved shader tangent binormal vector calculation - Improved normal maps compression quality - Improved texture mipmaps filtering quality - Improved alpha blended objects rendering (grass, vegetation...) - Improved contribution culling performance - Improved decals system (used for bullet holes, blood on walls...) - Improved decals performance - Improved textures filtering quality - Improved post-process effects system - Improved and optimized render to texture system - Improved HDR - Improved HDR auto exposure - Improved global lighting accuracy and fidelity - Improved light attenuation accuracy and fidelity - Improved specular lighting accuracy and fidelity - Increased directional light (sun light) shadow max draw distance - Improved sharpen filter shader performances and quality - Improved transparency rendering system - Improved shaders management system - Improved compatibility with AMD GPU's - Improved material system flexibility - Improved compatibility with video recording softwares - Improved "Depth Of Field" post-process effect - Improved Bloom post-process effect - Improved SSAO post-process effect - Improved deferred rendering GBuffer color precision - Much faster terrain rendering - Increased max terrain textures layers from 5 to 16 - Improved random terrain heightmap generator system capabilities - Improved terrain elevation calculations - Improved terrain texture painting system - Improved terrain spatial grid system - Improved terrain loading times - Improved terrain smoothing algorithm performance - Max vegetation layers count (Number of trees, bushes and grass type) increased from 32 to 255 - Improved vegetation rendering performances - Improved vegetation billboards rendering performances - Improved automatic vegetation billboards generation system - Much faster grass rendering - Reduced grass "popup" effect - Reduced vegetation system memory footprint - Greatly reduced vegetation collision shapes memory usage - Improved vegetation billboard angle selection calculations - Improved vegetation spatial queries system - Improved vegetation global draw distance - Improved vegetation LOD system - Improved sun and moon simulation performance - Improved sun lighting coloration - Improved sun position update behavior - Improved fog rendering - Improved moon simulation realism - Improved distance fog effect - Improved distance fog blending into the sky - Improved thunder simulation rendering - Improved thunder simulation performance - Improved weather conditions changing logic - Improved water rendering quality - Improved water rendering performance - Improved roads smoothing algorithm - Improved roads rendering performance - Improved roads occlusion culling system - Improved Physics engine code architecture - Improved convex hull physics shape generation - Improved physics queries performances - Improved physics simulation performances - Improved physics shapes cache system performance - Improved character controller behaviors - Improved geometry physics cooking system - Improved audio engine performances - Improved audio engine hardware compatibility - Improved sound sources velocity calculation - Removed OpenAL dependency - Improved audio 3D listener calculations - Improved audio doppler effect - Improved max software sound channels detection - Improved sound sources attenuation calculations - Improved sound channels groups management - Improved speed of sound simulation - Improved sound sources callback system - Improved global animation system - Models animations are now stored separatly in ".ani" files for more flexibility - Improved animations blending - Improved navmesh generation performance - Improved navmesh partitionning techniques - Improved navmesh crowd navigation system - Reduced navmesh memory footprint and consumption - Improved navmesh terrain vegetation handling - Improved particle system flexibility - Improved particle system performance - Improved game saving and loading performance - Improved game saving/loading stability - Improved XML file parser performances - Improved config system compatibility with modding - Improved config system code architecture - Improved config system flexibility - Improved config system loading performances - Improved config system arrays handling - Improved config system error detection process - Improved localization files structure - Improved window Alt-Tab support - Improved display resolutions detection system - Improved screenshots system (now support .jpg, .png, .tga, .bmp output file formats) - Improved ressources (assets) loading time - Improved UI rendering performances - Improved UI true type fonts management - Improved input system hardware compatibility - Improved file system read/write performance - Various file system system security improvements - Improved file compression/decompression performance - Improved dev console - Improved random number generation system - Improved physics engine solver algorithm for more precise and fast physics calculations. - Improved wind simulation and it's effect on environment. </panel> <panel type="primary" title="Fixed"> - Fixed potential compatibility problems with gamer laptops powered with AMD graphics cards - Fixed object disappearing below terrain geometry - Fixed terrain black artifacts on AMD graphics cards - Fixed micro freezes related to grass rendering - Fixed terrain vegetation system memory leaks - Fixed incorrect moon phases issues - Fixed water blending issues with distant fog - Fixed temporary frame rate drop after player spawn (related to roads generation) - Fixed physics engine memory leaks - Fixed physics engine numerous wrong behaviors - Fixed movement stuttering issues caused by character controllers - Fixed animated models culling issues - Fixed outstanding navmesh generation issues - Fixed UI fonts related memory leak - Fixed "an invalid object handle was used" audio related issue </panel> game/changelogs/alpha18.txt Last modified: 03/09/2020 13:19by admin