Changelog of 2.11 development:
beta211-08 (rev 16770-10264)
* Fixed crash when minimizing TDM on Windows (post).
* Added HD carpets (thread).
* Fixed player getting delayed and lower damage on high fall ending with mantle (6231).
* Removed wrong LOD stage in atdm:env_ragdoll_commoner_female.
* Reverted addition of default "map of" inventory item.
* Made it easier for modders to substitute invgrid parchment background (6241).
beta211-07 (rev 16758-10258)
* Fixed extinguished candles stim-lighting each other on game start (6223).
* Added menu settings for sheathe toggle, and changed default (6232 thread).
* Saint Lucia mission improvements (thread).
* Fixed GUI warnings in New Job.
* Renamed "New Missions" to "Missions List" in main menu (6230).
* Fixed initial difficulty highlight on Objectives screen (6229).
* Fixed Objectives title slightly cut off on low text scale (6234).
* Added mansion01 window assets (6235).
* Fixed normal map of turquoise_uneven (6222).
* Allow user to tweak pm_noclipspeed (6237).
beta211-06 (rev 16739-10248)
* Saint Lucia mission improvements (thread).
* Fixed rare crash during melee combat (6225).
* Fixed func_peek crash on Linux (5553).
* Fixed bottle crash in "Pearls and Swine" (6227).
* Fixed textures of cheapbeermug (post).
* Fixed warnings in book_ornate_gothic readables (post).
* Fixed minor issue in broad phase of collision detection.
beta211-05 (rev 16727-10239)
* Fixed rare NaN blocks from volumetric lights on AMD driver (post).
* Fixed rare thin holes in geometry on low "render scale".
* Fixed major performance regression in "r_shadowMapSinglePass 1" mode.
* Added subtitles to New Job mission (5914).
* Fixed subtitles hidden during CameraView type of cutscene (6197).
* Fixed last character of subtitles occasionally clipped away (5914).
* Fixed missed alert count if player hides into darkness during guard's combat startup (6211).
* Added blueprint assets by Dram.
* Fixed UV map in bwindow01_frame model (6217).
* Allow female guards to sleep on floor (6208).
* Dmap messages about PlanarGraph and EarCut now include 3D world position.
* Some minor rounding changes in text placement in GUI.
* Restored value of pm_bobup from 2.10.
beta211-04 (rev 16714-10226)
* Fixed wrong lightgem values briefly after game load/start (6088).
* Fixed alert counter for civilians immediate alert (5286).
* Some main menu text made translatable (2960).
* New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop
* Make sure all newly created door entities have the right rotate value set (5051)
* Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase
* Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771).
* Improved resolution for shield_goldarms texture (4894).
* Added "looping" keyword to looping clock ticking sounds.
* Exclude female pagan materials from release builds.
beta211-03 (rev 16689-10219)
* Avoid copying of large array on AMD, fixing a terrible performance regression (thread).
* Enabled Frontend Acceleration = r_useParallelAddModels by default.
* Fixed error when same decl file exists packed and unpacked with different case (post).
* Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread).
* New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes.
* Ambient world prefab: expanded light radius from 1K to 10K.
* Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture
* Added wall mounted locks, improved sofa and leather ottoman
* Added star wallpaper
* Block CMake build without setting build type (post), fixed CMake + MSVC build.
beta211-02 (rev 16670-10208)
* Fixed bugs with counting number of alerts (5286, 6186).
* Fixed bugs in in-game and savegame screenshots (link).
* Disable GL debug groups to fix performance on some AMD drivers.
* Added a lot of new assets from Epifire's missions (6188).
* Added and refactored locks/safes by Obsttorte, Epifire, Dragofer.
* Added book skins by Wellingtoncrab.
* Fixed missing wastebasket material in Hazard Pay (link).
* Support r_skipAmbient and r_skipInteractions in new backend.
* Added spawnarg call_used_action_script on frobable movers.
* Fixed definitions of ambient lights with normal-dependent color (6090).
* Fixed KOBoxSize not being restored for the sake of blackjack.
beta211-01 (rev 16656-10189)
* Many improvements in new volumetric lights implementation + added cvars (5850, thread).
* r_softShadowsMipmaps: fixed render scale, fixed screenshots.
* Faster shadow volume generation with BVH, more cvars and tweaking (5886).
* Optimized stencil shadows: turbo shadow vertices are static on GPU.
* Improved solidness / visibility logic on models (6175).
* Added spawnargs allow_idle_anims and allow_random_headturning.
* Avoid sound amplification due to negative sound loss spawnarg (5913).
* Fixed weird glitch on game load (6149).
* Removed one frame of latency from "com_smp 0" mode (5875).
dev16650-10157
* Volumetric lights reimplemented: dither pattern removed, performance improved (5850).
* Added audiograph entity and assets.
* Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post).
* Fixed bug in new frobstage_xxx material macros (5427).
* Massive frobstages refactoring in materials: new macros are used now (5427).
* Trace model: limits increased and refactoring (5887).
* Massive cleaning of prefabs, automaton station script fix (6013).
* Fixed rotten_paper_nancy_hand GUI in world view.
* Perfume bottle model uses smooth shading, lampion skin fixes.
* Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled.
dev16629-10139
* Added implicit generation of frobstages and simple customization macros (5427, thread).
* Added support for OBJ models (thread).
* Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206).
* Optimized silhouette preprocessing during model loading.
dev16625-10132
* "Light from above" behavior applies only to lights of ambient_world type (6090).
* Major changes in normal-dependent ambient shading (6090).
* Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085).
* Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread).
* Replaced algorithm for assigning shadow maps resolution.
* Fixed a brief wrong frame with X-ray (6109).
* Added getCurInvItemCount script function (6096).
* Fixed old rendering backend.
* Slightly better culling due to fixed depth bounds computation.
* Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119).
dev16617-10107
* Major changes in ambient/interaction shaders for more consistency (5828, thread).
* Major changes in blackjack knockout behavior (4289 thread).
* Optimized stencil shadows with antialiasing by using scissors (5851).
* Stencil shadow shadows tile-based culling optimization (6076 thread).
* Added wiki article (link) about Tracy timeline profiler; thread names fix, print version.
* More asset changes to fix warnings, added "load all assets" test maps (6019).
* Added teleportArea command, which allows to find area by number (6083).
* Refactored ambient interaction shader, deleted unused ambientRimColor (5828).
* Fixed overflow crash in idAASBuild::GetFaceForPortal.
* Enabled GL debug groups by default, fixed borderless FBO mismatch warnings.
* Added transparent grate textures (6089).
* Fixed textures/common/mirror.
Known issues:
* ambientCubicMap broken yet, will be restored in future (6090).
* Visual look has changed, mostly with stronger specular.
dev16599-10071
* Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845).
* Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post).
* Fixed SSAO on new AMD driver (post).
* Ensured that mission decls silently override same-named core decls (5766).
* Fixed order of operations in expressions in materials and GUI scripts (6026).
* GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread).
* Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852).
* Added pm_mantle_tilt_mod cvar to tone down mantle movements.
* Fixed noclip while shouldering a body (5244).
* Fixed textures/skies/cubeSky material (5218).
* Fixed items frobability in cabinet prefabs (6025).
* Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019).
* testmap command no longer sets developer mode, saving us from some warnings.
* Started refactoring of interaction shaders (5828).
dev16574-10036
* Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687)
* Added BVH-based interaction culling for large meshes (5886, thread).
* Added warnings for wrong GUI code, fixed them in core GUI (5869, thread).
* Fixed leaning against non-axis-aligned door (5899).
* Fixed skin of non-rotating security camera (6004).
* Tweaked inlining and optimization, new debug builds Fast/Editable.
* Disabled multiple rendercopies for warping materials (post).
* Created materials for previously unreferenced textures, now available for use (5563, 5178)
* Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019)
* Female mage legs are now textured (5994)
* Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987)
* Wooden torches now have burning/burnt tops (1293)
* tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689)
* Added inclusion guards to all core script files (4427)
* small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018)
* Fixed underwater_bubblesbubbles particle (5198)
* Fixed burnt log end cap texture alignment (4896)
* Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857)
* Added specularmap to rivet_strip01 textures (5999)
* Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690)
* Fixed models that made use of missing materials (4390)
* Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798)
* Hardwood materials now use wooden footstep sounds (4988)
* Fixed skins for 6-candle chandeliers and nails (5900, 5217)
* All fence_spike_01_tall models are now solid (6010)
* Fixed typo in shouldered manbeast name (5877)
dev16519-9985
* Now AIs think once per frame on low FPS when several game tics are modelled (5992).
* More responsive crouch toggle (5973, thread).
* Added "absence_alert_increase" as correct implementation of "absence_alert" (5987).
* Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread).
* Missions can be sorted by date in in-game mission downloader.
* Added getAnimRate/setAnimRate script events (540).
* Fixed lean-peeking sound not always stopping when player goes away from door (5899).
* Fixed wrong sounds of func_fracture after save/load (5363).
* Fixed scorch and smear01 decals (5970).
* Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034).
* Fixed startup image/sound warnings on some AIs (5993).
* Fixed joints warnings on zombies (5466).
* Fixed "screw" skin not showing in DR on appropriate models (5217).
* Fixed for frobability in kitchen_cupboard_openable.pfb (5989).
* Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut.
* Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning.
* Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992).
* Tiny optimization: memcpy is now using streaming stores only at vertex cache.
* Removed support of bindless textures (5891).
* Extracted tdm_package and removed tdm_update source code (5076).
dev16498-9944
* Updated Tracy library, hopefully fixed running on Windows 7 (post).
* Fixed crash on loading save done while elemental is dying (5845).
* Implemented multiloot on holding frob button (5984).
* Crouched state does not affect player speed on ladder/rope (5961).
* Crouch-toggle takes effect on keydown rather than release (5973).
* Added setviewpos to screenshot filename (5819).
* Show estimate for total number of pickpockets on end-mission screen (5678).
* In-game downloader: show asterisk/sharp at the beginning (5842).
* Trigger entities now work on AI which stands still (5319).
* Added setObjectiveNotification, which allows to change objective silently (5967).
* Added script functions to add/remove frob peers (5976).
* AIs notice destroyed fracture entities (5978).
* Enabled frobhelper by default (post).
* Fixed some architecture skins by Nort.
* Fix graffiti materials (5930).
* Now default quicksave/quickload are F5/F9 (post).
* Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg.
* Looped bind does not cause crash, although behavior is undefined (post).
Known problems:
* Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error.
* Painter's Wife: killing elemental should cause hard error (mission fixed).
dev16487-9919
* Fixed saving/loading JPEG crash on Linux (5881).
* Fixed wrong sound on strafe right (5554).
* Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944).
* Improved time distribution of stims and LOD checks for more solid performance.
* Optimized creation/destruction of script threads.
* Optimized idClip = broad phase collision detection (5954).
* Reduced size of Linux executable back from 24 MB to 18 MB by removing globals.
* Now in-game downloader prints URL of download to game console.
Known problems:
* Won't boot on Windows 7
dev16485-9903
* Optimized iteration over active entities by switching from linked list to array.
* Fixed bow sometimes not working on savegame load (5928).
* Allow headbob cvar changes to persist between sessions (post).
* Player speed modifiers (like pm_runmod) are no longer archived (post).
* Applied Clang build fixes by @Partmedia (post).
* Fixed "testVideo withAudio" command.
* Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648).
* Use double precision for winding splits in dmap and collision.
* Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881).
* Fixed 2GB overflow in printMemInfo.
Known problems:
* Won't boot on Windows 7
* JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help...
dev16481-9881
* Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820).
* Updated all third-party libraries (5881).
* Render scale does not affect main menu GUI.
* Optimized compass rendering: don't copy depth buffer.
* Fixed debug polygons not showing up.
* Don't draw debug lines in subviews.
* Don't open game console by tilde if com_allowConsole is 0 on Linux (post).
* Moving GUI slider with mouse now results in discrete increments.
* Restored code for 16-bit colors (via r_fboColorBits cvar only).
* Game console bottom line gets thinner on smaller console font.
* Added tuneDown command to quickly ender very low graphics mode.
* Added r_fboScaling cvar which allows to change Render scale filtering to nearest.
* Avoid purging/reloading all images on Alt+Tabbing in Windows.
Known problems:
* Won't boot on Windows 7
Changelog of earlier versions can be found here.