Releases: yquake2/ref_vk
v1.0.8
v1.0.7
Add github action based windows build For more info look to: * https://github.com/marketplace/actions/setup-msys2
v1.0.6
What's Changed
- support yQuake2 8.30
- fix header validation with unitialised var by @devnexen in #42
- micro optimisations proposal by @devnexen in #43
- sync with yquake2 by @devnexen in #44
- Add 32 bit colors in DrawStretchRaw by @0lvin in #45
- Add Re-Release initial support by @0lvin in #46
- Support lightmap from Q2 ReRelease by @0lvin in #47
- porting recent change on yquake2 here for message based callbacks by @devnexen in #48
Full Changelog: v1.0.5...v1.0.6
1.0.5
Optional Vulkan Renderer Library v1.0.4
Improved Image load based on yquake2/yquake2#924
Fixes for r_validation (@devnexen)
Optional Vulkan Renderer Library v1.0.3
Improved MacOS support by MoltenVK.
Daniel Gibson @DanielGibson :
* CMake: Make the game build with Visual Studio (2019 16.8 or newer)
* Make it work with VS2015 and newer
* Make basename() fully compliant and simplify it a bit
David Carlier @devnexen:
* Update the vendors list.
* Instance handling fallback.
* MoltenVK/macOs specific variables.
* Follow-up on MoltenVK changes. Loading earlier its calls and adding metal device infos to the device.
* Enables beta extensions for MoltenVK
* Silent clang warning as SDL vulkan and vulkan define both same macros.
* Fix printf format warnings to represent VkDeviceSize (aka uint64_t).
* QVk_Init: Load instance data only on success.
* Reducing a bit more the debug infos scope, differentiate also a bit more validation 2 level towards 1.
* Little memory related changes.
* Apply similar change done for the gl1 renderer here.
* Hunk_Begin/Alloc attr malloc addition.
* backport signed left shift from main quake2.
* Vk_LoadPic uninitialized vars for 8 bits case. VK_DrawParticles rgb calculation align to color' table type.
* Vk_LoadPic fix unitialized var. R_MarkLeaves data alignment to int when merging PVS clusters like GL renderers.
Denis Pauk @0lvin :
* Simplify validaton init workaround
* Support memory preferences cost logic
* Hide VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME for non MoltenVK
* Add additional logic for skip VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
* fix C --pedantic warnings
* Update shared.c files with headers from yquake2
* Fix function propotypes -Wmissing-prototypes
* cppcheck: make parameters const
* Add const to scale functions
* Port shared models load
* Mod_LoadBrushModel: Sync variable names with other renders
* Update shared.c from yquake2
* Add datasize parameter to LoadPic
* Rename vk_validation to r_validation
* Fix vk build on debian stable with 1.2.162 headers
* Add additional warnings for memory allocate error
* Apply shared filtering logic for lerplist
* Use first found optimal flags in select memory
Optional Vulkan Renderer Library v1.0.12
By @0lvin:
- Fix The Reckoning intro image.
- Use
r_scale8bittextures
for image scaling. - Add
r_2D_unfiltered
and improver_nolerp_list
. - Add
r_videos_unfiltered
. - Select GPU based on priority.
By @benbeshara:
- Fix Build on MacOS/arm.
Optional Vulkan Renderer Library v1.0.1
- Fix the player hand not getting rendered.
- Fix textures getting upscaled when they shouldn't
- Another round of restart fixes, rebuild the swapchains when necessary.
All changes were contributed by @Spirrwell in #5.
Optional Vulkan Renderer Library v1.0.0
Initial Release. This is a Vulkan Renderer DLL ported from vkQuake2 to Yamagi Quake II. It needs an up to date Yamagi Quake II client to work, 8.00-RC1 or higher is recommended. Put ref_vk.dll (Windows) or ref_vk.so (everything else) next to your *qYamagi Quake II executables, start the game and the renderer should be selecteable through the video menu.