Releases: dtiefling/dshaders
Releases · dtiefling/dshaders
Version 0.3.5
Version 0.3.4
- MAJOR readme update.
- Fixed default outlines when no component is chosen.
- Reworked outlines. Apparently, taking screenshots brings new information.
Version 0.3.3
- Added glslopt as an option to the processing pipe (Linux/Windows x86_64/x86 setups).
- Further optimizations based on glslopt outputs.
- Fix sharpening bug.
- Changed packaging method so it includes Linux builds (needed in order to bundle the right glslopt build).
Version 0.3.2
- Some refactor: consistent names, skipping unrelated parameters from output files.
- Changed file names to less confusing, as they should not be copied to override manually (there is an install option for that!).
- Performed benchmarks, fixed some parameters (now 90fps on my machine is smooth, the previous version picked around 55fps).
Version 0.3.1
- Code changes in attempt to work it for the tester (Parys at beamdog forums).
- Added feature that makes the sprite circles thinner (and causes all the inevitable side effects).
Version 0.3.0
Massive refactor. Functionality is similar, but the insides were mostly reimplemented, so the minor version number is increased.
The point of the new changes includes:
- Common content separated in files used to build all shaders.
- Reduced attempts to fix issues that happen with the original game shaders anyways.
- Reverse engineered parameters of texture samplers, slightly different dependent on shader.
- Much less details lost in rendering.
- Much less false positives.
- Separate code detects different kinds of errors (object tiles, blended object tiles, animations with transparency). It's an attempt to remove all lines for object tiles and animations with transparency, and highly reduce their number for blended object tiles.
Version 0.2.6.1
Bugfix release
Version 0.2.6
- Remove heuristic border detection via preprocessor for shaders other than fpdraw.
- Modified the heuristic border detection in order to account for: spell animations with alpha, blended light objects and static object tiles. Also not to break effect icons.
Version 0.2.5
- Reduced number of false positives in heuristic border detection.
- Extended movies support (common tiling logic, introduced fpyuvgry.glsl).
Version 0.2.4
- Restored alpha behavior with vColor (with fpdraw in mind); no special changes are needed now!
- Added heuristic detection of right/bottom texture borders.
- Added new color modes for more moderate changes.
- Fixed outlines of cloud forms of vampires/efreeti.
- Initial support for movies. They will use color settings similar to UI. Now you can get features such as Catmull-Rom for movies too!