Jaded - Community Patched Jade Engine Email: hogsy@oldtimes-software.com Discord: hogsy Mastodon: @hogsy@mastodon.social ----------------------------------------------------------- 2024-02-10 (v0.3.0) - Jaded will now launch directly into the game, use '/editor' launch argument to start with editor (https://github.com/hogsy/jaded/issues/8) + Added '/console' launch option, which will show an external console window for debugging/troubleshooting without the editor + Added '/width ' and '/height ' which can be used to force a specific width/height for the game window ~ Sound doesn't currently work outside the editor and some textures may display incorrectly - Performance has been significantly improved with framerate cap enabled (https://github.com/hogsy/jaded/issues/10) - Added error alerts on MAD file read failure - Added shortcut under Help menu to submit a bug report - Added some additional modifiers that weren't available before - Added experimental support for PNG, PSD and GIF formats ~ In the next release, these will be converted to TEX on import instead, rather than the native support I've done here - Fixed a regression that resulted in a crash when applying an OMD onto an object (https://github.com/hogsy/jaded/issues/37) - Fixed crash when importing TGA using RLE compression (https://github.com/hogsy/jaded/issues/38) - Fixed crash when exporting some skinned meshes - Fixed crash when opening some worlds in the editor - Fixed a crash that resulted from draw requests before certain elements were initialized - Fixed crash if user attempts to list unused GAOs without loading world first - Fixed memory leak in MAD exporter (https://github.com/hogsy/jaded/issues/27) - Fixed invalid uses of GL_CLAMP instead of GL_CLAMP_TO_EDGE for texture wrap - Bumped shadow-map resolution to 512 on request (please use sparingly for now, this needs optimising...) (https://github.com/hogsy/jaded/issues/36) - If a resource fails to export, it will no longer abort the rest of the export - Significant operations will now automatically display a notice in the log/console on completion - Invalid visual error will only display once per object (https://github.com/hogsy/jaded/issues/30) - Enabled support for audio effects (reverb, etc.); this depends on hardware support, or you can try using a wrapper - Default export path is now relative to the current working directory (/exports) ~ You'll need to create the 'exports' directory if it doesn't exist, of course (or just choose a different directory) - Clamped maximum MSAA samples to 4 for now, until we have a proper way to set this - Removed DirectX 8 renderer (https://github.com/hogsy/jaded/issues/24) - Removed P4 library dependencies 2023-07-23 (v0.2.0) - Added support for anisotropic filtering (automatically used if texture is using mipmaps w/ max supported samples) - Added 'legal.txt' that includes a disclaimer, and legal notices for other libraries we're using (or will be using) - Fixed "Export World To Mad..." option causing a crash (https://github.com/OldTimes-Software/jaded/issues/2) ~ There appears to be a memory fault when exporting multiple times, will look into this for the next release - Fixed several dozen potential buffer-overflows - Fixed audio subsystem not initialising again until restart when switching between projects - Fixed an issue with blurry textures resulting from very pessimistic assumptions about available VRAM/RAM - Fixed a crash that occurred when attempting to clean up an object that wasn't loaded correctly - Fixed additional flags (such as fur) getting cleared when opening material in editor (https://github.com/OldTimes-Software/jaded/issues/28) - Fixed a case where the input handling would interpret a key as always being active, causing controller input to cease working - Reintroduced script checks, but clicking 'Cancel' will now ignore the error and attempt to continue limping along (at your own peril) - Bumped object limits in the intersection/collision system (https://github.com/OldTimes-Software/jaded/issues/20) + Rewrote how collision flags are handled, which should be marginally easier on the CPU (and so we can eventually move away from hard-limits) - Removed "Perforce Refresh" option from Browser, given it's redundant now - Removed warning on 3,000 tris / 5,000 vert for geometry per request (https://github.com/OldTimes-Software/jaded/issues/26) - Changed some defaults for view in editor + Tris/obj warnings are now disabled by default + AfterEffects in editor are now enabled by default - It's now possible to use both PCM and ADPCM formats in the same project (https://github.com/OldTimes-Software/jaded/issues/12) - Simplified mipmap generation (works best if you have an OpenGL 3+ capable card) - Introduced a new splash screen - Translated internal exception warning to English - Translated material-type names to English - Additional assertions have been introduced to try and catch other faults, with better error handling in these situations - Continued massaging in JADEFUSION changes 2023-04-19 - Introduced fix for ShiftUsingNormal flag using wrong variable for storage (thanks Droolie!) WARNING: this will break materials using fur in the original leaked BF, to resolve please use Droolie's patched BF via the link below. https://www.raymanpc.com/forum/viewtopic.php?t=75066 2023-04-13 - Changed drag-camera shortcut to use SHIFT instead of ALT, as ALT is causing problems (UNDONE) 2023-04-12 - Fixed spelling for dialog presented when closing world without saving - Fixed 3D view displaying incorrectly if selection/toolbox dialog is not enabled - Removed some redundant checks - Disabled Perforce log - Now using C standard stdint.h, rather than Ubisoft's own, given we no longer live in the dark ages - Continued massaging in JADEFUSION changes (lightmap generation is partially in as of last release + other minor bits in this one) 2023-04-11 (big thanks to MaeDaGoof for help with testing and Droolie for additional fixes!) - Fixed 3D View objects list not updating when it should - Fixed an oversight with the group association function (thanks to Droolie!) - Fixed paletted textures not working for DX8 renderer w/ some GPUs/drivers - Fixed a potential issue with pixel format setup relating to MSAA - Changed drag-camera shortcut to use SHIFT instead of ALT, as ALT is causing problems - SSE optimisations are now used by the editor - Bumped engine limits to match Droolie's fork - Executable has been renamed, again, for the last time to "Jaded" - Removed Perforce tool panels and eliminated Perforce-related requests - Incorporated remaining changes from Droolie's fork to ensure compatibility with patch 2023-01-31 - Fixed pixel format failing to set for some GPUs (thanks to Nimitz for their help testing!) - Fixed a crash that could occur after destroying and creating the GL context 2023-01-30 (big thanks to MaeDaGoof for help with testing!) - Added support for MSAA and alpha-to-coverage if available (OpenGL only + disabled by default) - Added a new "Anti Aliasing" option under 3D View Options - Added shortcut for RayDevWiki under Help menu - Fixed Prefab browser crash that impacted some folks when previews are enabled - Fixed an issue with paletted textures under the Direct3D 8 renderer - Fixed "Full Maximized" resulting in menus to no longer be visible, making it hard to switch back - Fixed a possible issue that might arise when using the "Full Maximized" while a frame is already maximized - Changed how 3D View "Full Maximized" works, so it behaves more like a borderless fullscreen mode - Switched over to using GLEW for handling GL extensions - A debug dump will automatically be generated, if possible, if and when the application crashes (this won't catch *all* cases right now but I'll improve on it next time) 2023-01-22 - Added "Limit FPS" toggle under Engine menu - Added more information to display upon saving a map (including time taken) - Added some additional sanity checks for Preview pane in Prefabs browser (unlikely to fix the crash some folks are having, but who knows) - Fixed long save time when saving a world - Fixed menu string for second "Save World" option - Fixed missing icon for prefabs in browser - Renamed editor executable to JadedEditor to avoid conflicts with other fan bug-fixes - Disabled prompt if warnings are present in log (obnoxious and unnecessary imo) 2023-01-16 - Overhauled joystick input to use SDL2's game controller API instead of DirectInput + Fixed input issue when unplugging a controller at run-time + You can now unplug/plug a controller in during run-time to your hearts content <3 - Disabled FPS cap for now (will provide a toggle next release) - Fixed a crash when attempting to open a different level from the browser while the engine is active 2023-01-15 - Enabled "Jade Fusion" clipboard toggle for material editor - Cleaned up elements of the interface to display better with new common controls - Continued removing Perforce integration - Improvements to the "Run Engine (Speed)" option + Now automatically enables fog + Automatically sets 'Active Engine World' if necessary + Renamed so it's a little more obvious what it does; "Run Engine (Game Mode)" (still not a perfect name, but to explain this will basically hide all editor-specific information and automatically set camera to engine) - Fixed an exception that was thrown upon duplicating an object - Fixed crash that occurred with prefab preview - Fixed a crash that occurred in the last release when opening a material + This gave me an opportunity to clean up a lot of this, so generally it should be a lot more stable! - Fixed error dialog when performing check on BF - Fixed BF check displaying nothing for some invalid entries, now will display key if no valid name exists 2023-01-05 - Rotating and moving the camera around should no longer slow to a crawl, particularly with the browser open - Introduced a rough FPS cap when running the engine within the editor - Editor will now use newer common controls (i.e. more modern appearance) - Started gradually scraping out Perforce code (will replace with a better solution in long-term) - Fixed flickering with animation graph - Fixed malformed strings in texture editor - Fixed some issues with the OpenGL backend which could potentially cause issues w/ modern drivers - Fixed missing key error by automatically setting it up on launch if it doesn't exist - Fixed an issue with displaying paletted textures on some AMD GPUs / drivers disclaimer: might incorrectly display some textures due to nature of fix, but I've not encountered any issues