Skip to content

Latest commit

 

History

History
400 lines (322 loc) · 14.3 KB

changelog.md

File metadata and controls

400 lines (322 loc) · 14.3 KB

Per .fxc changelog

  • deferred_lighting

    • 5x5 gaussian filter for shadows
    • Fixed volumetric light shafts
    • Fixed shadow depth bias
    • Fixed pitch black shadows under vehicles and excessively strong vertex AO
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_cubemap_reflect

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_cutout_fence

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_decal

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_decal_amb_only

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_decal_dirt

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_decal_glue

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_decal_normal_only

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_default

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_diffuse_instance

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_emissive

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_emissivenight

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_emissivestrong

    • Fixed invisible lights
    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_glass

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_glass_emissive

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_glass_emissivenight

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_glass_normal_spec_reflect

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_glass_reflect

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_glass_spec

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_hair_sorted_alpha

    • Removed stippled transparency from forward pass shaders
  • gta_im

    • Removed stippled transparency from forward pass shaders
  • gta_normal

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_normal_cubemap_reflect

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_normal_decal

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_normal_reflect

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_normal_reflect_alpha

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_normal_reflect_decal

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_normal_spec

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
  • gta_normal_spec_cubemap_reflect

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_normal_spec_decal

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_normal_spec_reflect

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_normal_spec_reflect_decal

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
  • gta_normal_spec_reflect_emissive

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_normal_spec_reflect_emissive_night

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_parallax

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_parallax_specmap

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_parallax_steep

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_ped

    • Removed stippled transparency from forward pass shaders
  • gta_ped_reflect

    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_ped_skin

    • Removed stippled transparency from forward pass shaders
  • gta_ped_skin_blendshape

    • Removed stippled transparency from forward pass shaders
  • gta_projtex

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_projtex_steep

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_reflect

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_reflect_decal

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_rmptfx_gpurender

    • Improved rain visibility
  • gta_rmptfx_mesh

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_rmptfx_raindrops

    • Fixed black water droplets (fixing refraction needs code injection)
  • gta_spec

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_spec_decal

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_spec_reflect

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_spec_reflect_decal

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
    • Increased reflection intensity to match consoles
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_trees

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Added a custom wind sway parameter for FusionFix to use
    • Added support for tree shadow wind sway
  • gta_vehicle_badges

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
    • Increased reflection intensity to match consoles
  • gta_vehicle_basic

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_chrome

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_disc

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_generic

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_interior

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_interior2

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_lightsemissive

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
    • Increased reflection intensity to match consoles
  • gta_vehicle_mesh

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_paint1

    • Fixed reflection normal maps
    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_paint2

    • Fixed reflection normal maps
    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_paint3

    • Fixed reflection normal maps
    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_rims1

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_rims2

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_rubber

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_shuts

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_tire

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
  • gta_vehicle_vehglass

    • Restored console vehicle reflections (dirt doesn't affect intensity)
    • Fixed anisotropic filtering influence on reflection intensity
    • Increased reflection intensity to match consoles
  • gta_wire

    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • gta_mirror

    • Fixed distorted mirror reflections at certain angles
  • rage_default

    • Fixed pop-in/restored fading
    • Removed stippled transparency from deferred pass shaders up close
    • Removed stipple from shadows up close
    • Removed stippled transparency from forward pass shaders
  • rage_postfx

    • Added native FXAA
    • Fixed depth of field resolution scaling
    • Fixed bloom resolution scaling
    • Fixed blurry screen
    • Repurposed "Definition" setting into a motion blur toggle
    • Reduced motion blur noise
    • Added console-like TLAD noise tiling
    • Added console-like gamma
  • shadowZ

    • Fixed disconnected night shadows
  • water

    • Added console-like water tiling
    • Fixed shadow stretching
  • watertex

    • Fixed textureless water on AMD graphics cards