What's new in TDM 2.06

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Version 2.06 of The Dark Mod has not been released yet.

See the roadmap on our bugtracker.


Coding

  • Greebo and stgatilov merged 64-bit support from the Dhewm3 branch
  • Cabalistic, duzenko and stgatilov added initial Multi-Core Support partly ported from Doom 3 BFG
  • Cabalistic moved the LightGem into it's own dedicated session for better threading support
  • Greebo and Stgatilov added FFMPEG video playback support
  • Blue_Pill, duzenko, stgatilov, and grayman further improved uncapped FPS support
  • stgatilov added SIMD support to Linux and x64
  • stgatilov optimized idClip::Translation
  • duzenko merged Mh Vertex Buffer Object "MapBufferRange" optimization
  • AnonReclaimer added support for Doom 3 BFG style culling: r_useBfgPortalCulling
  • duzenko replaced all legacy (pre 2.0) OpenGL with modern equivalents
  • duzenko optimized some of the loops in the render backend
  • stgatilov convert 90-bit FPU math to modern 32-bit or 64-bit optimized floats and fix precision issues
  • nbohr1more and Tels increased the "active contacts" physics limit to 128
  • Greebo, stgatilov and duzenko removed legacy library dependencies like Boost and reorganized the code so that the DLL just has external libraries like FFMPEG whereas the executable now contains the Game code exclusively


Graphics

  • duzenko, Stgatilov and SteveL added initial support for Soft Shadows
  • duzenko GLSL backend based loosely on Pat Raynor's Doom 3 branch
  • duzenko and SteveL added initial support for Frame Buffer Objects
  • duzenko moved the Postprocess "HDR-Lite" shader setup to the backend
  • duzenko improved the GLSL AmbientCubicLight to use industry standard "Irradiance cubemap"
  • duznko new "makeIrradiance" material keyword to convert standard skybox to Irradiance.
  • grayman and duzenko improved security camera rendering
  • nbohr1more shadows no longer pulse and flicker when holding a light in noclip mode
  • duzenko GUI text now renders when using the "Simple" texture based ambient
  • duzenko ambient specular is now oriented towards the sky like to match the diffuse ambient shading

Assets

  • Rich_is_Bored supplied an improved CubicLight lamp texture
  • Arcturus new Horse animations
  • Dragofer's Stagecoach models
  • Epifire's additional Steampunk objects
  • Springheel's new architectural modules
  • Goldwell fixed some of Airship Ballet's chest prefabs

GUIs

  • Durandall's scrolling mission lists
  • Springheel's improved menu screen textures
  • Obsttorte and Tels support for GUI scaling (new menu option)
  • AluminumHaste's new Splash Screen images
  • AluminumHaste added an FOV slider
  • grayman reformatted the Mission Statistics page

Gameplay

  • grayman and duzenko did significant work to improve the security camera system
  • grayman All food gives default health
  • nbohr1more support for Toggle Creep

Sound

  • Greebo and Stgatilov support for EFX (EAX equivalent) ported from Dhewm3

Language

  • Skina supplied updated Russian fixes
  • Petike the Taffer supplied Slovak fixes
  • Anderson supplied Romanian fixes


See also