
- AA2 MODS LIGHTING UPDATE
- AA2 MODS LIGHTING CODE
- AA2 MODS LIGHTING WINDOWS 7
Fixed it being possible to move variable editor splitter outside window area.
AA2 MODS LIGHTING WINDOWS 7
Fixed hook error logged on Windows 7 when "CreateDXGIFactory2" is called. Fixed "vkDestroyDevice" hook not being called. Fixed D3D11 texture description not being overwritten for "ID3D11Device3::CreateTexture2D1" calls. Fixed global app config options being read from wrong section in DXGI. Fixed OpenGL compatibility flag not being set in some cases for legacy contexts. Fixed OpenGL context creation using incorrect profile flags when game is using OpenGL 3.0 or 3.1. Fixed potential crash when an INI file is loaded while effects are still being loaded. Fixed disabling "Load only enabled effects" option not reloading skipped effects. Fixed enabling an effect not auto-selecting the relevant tab in the variable list if the tab UI is used instead of the tree UI. Fixed progress bar for compiling effects not actually showing any progress. Fixed ReShade not showing up in D3D9 apps that do not have an override window set for presentation (e.g. Fixed corrupted depth data in D3D12 apps (e.g. Fixed mouse cursor being locked in a small portion of the screen in some games. This means that depth buffer detection is no longer blocked in games that run local servers in single player, like in Minecraft Fixed local network traffic (on localhost) counting towards the network detection heuristic. Changed texture pooling to not share textures within the same effect file. Changed logging to use Win32 API directly (to allow multiple editors to open the log simultaneously). Changed editor window to support opening multiple tabs pointing to different files. AA2 MODS LIGHTING UPDATE
Improved general frame update performance slightly. AA2 MODS LIGHTING CODE
Improved HLSL and GLSL loop code generation for simple condition expressions.Added warning message box to setup tool when enabling global Vulkan layer.Added option to filter application list in setup tool using custom search terms (start typing into the text box at the bottom of the application list to filter it).Added debug names to D3D11 and D3D12 objects in release builds to simplify debugging with the debug layers.Added text logging for some common back buffer formats.Added option to move all techniques from an effect file simultaneously in the UI technique list by pressing the shift key.Added error to log when trying to capture screenshot for 16-bit back buffer (which is not supported).Added ReShade FX support for rectangular matrices and integer matrix multiplication.Added depth buffer copy before clear in OpenGL (depth buffer detection now works in Minecraft).Added support for D3D12on7 (ReShade now works in Cyberpunk 2077 on Windows 7).There is a new button on the Settings tab to clear the cache (sometimes necessary to ensure changes to effect files are applied). To override the location, change the "IntermediateCachePath" option under "" in ReShade.ini. By default the cache is stored in %TEMP%, so that it can be shared across all ReShade installations.
Compiled effects are now cached to disk, so that subsequent loads can use the cached data to speed up loading significantly.