Registro delle modifiche di SVN

3375 by VorteX

Fixed captive 3d model death scene.

Leggi tutto: 3375 by VorteX

3374 by VorteX

Big cumulative patch:
- weather effects fixes (reenabled rain drips, fixing timer and more)
- added vegetation animation and wind effect (also used on trees)
- removed foliage distance culling (seems its not affecting performant anymore since drawsurfs counts are vastly reduced by bloodmap OPTIMIZE stage)
- reenabled light glares effect
- removed physics from inn bar1-4 models (they block path too often)
- very large amount of bloodmap fixes to provide most high quality of lightmaps possible. This fixes are too much big to list here, see www.github.com/paulvortex for a list ofchanges for BloodMap and DPOmnicide.
- new bloodmap feature that allows somemodel.md3.ase to override somemodel.ase for misc_model (allows explicit vertex alpha in misc_model with md3 models).
- w1m5-nachtholm-fountain location improved
- all location rebuild as RELEASE
- bug fixes

Leggi tutto: 3374 by VorteX

3373 by Janos Birinyi

Hungarian translation update

Leggi tutto: 3373 by Janos Birinyi

3372 by VorteX

1 files

Leggi tutto: 3372 by VorteX

3371 by VorteX

1 files

Leggi tutto: 3371 by VorteX

3370 by VorteX

RwgTex v1.6 - memory leak fixes (texture allocation and codec/format allocations).This reduces max memory requirements when compressing sprites from 3+ Gb to 400mb. Thanks Knilf for pointing this out.

Leggi tutto: 3370 by VorteX

3369 by Xavier Hurteau

Update fountain speech FR

Leggi tutto: 3369 by Xavier Hurteau

3368 by VorteX

Bloody Sounds: three new outstanding remixes by Sam Cope.

Leggi tutto: 3368 by VorteX

3367 by VorteX

Add MAXSURFACELIGHTMAP to all maps.

Leggi tutto: 3367 by VorteX

3366 by VorteX

Radiant: new .build file option "MAXSURFACELIGHTMAP" which sets max lightmap resolution for a single surfaces. Defaults to max lightmap size (which means single surface can be as bigger as whole lightmap). Setting MAXSURFACELIGHTMAP to lower values lets surfaces which are bigger to be chopped in a parts. This is used as an optimization, single smaller lightmaps are faster to process and allocate (also very big lightmaps are not packed well in a lightmap texture).

Leggi tutto: 3366 by VorteX

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