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RBDOOM-3-BFG 1.2.0

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@RobertBeckebans RobertBeckebans released this 14 Oct 18:29
· 1555 commits to master since this release

October 2019 - RBDOOM-3-BFG 1.2.0


This is a maintenance release without Vulkan support even though it contains a lot Vulkan specific code.

  • Experimental Work in Progress Vulkan renderer backend based on Dustin Land's Doom 3 BFG Vulkan port
    This renderer backend only supports ambient lighting and no light interactions but it also comes with a big renderer code cleanup.

    The changes also fixed several rendering bugs that occured in OpenGL:

  • Fixed black dots when HDR and SSAO is enabled

  • Hit/damage markers show a white background #422

  • Refactored and simplified OpenGL renderer backend to match Vulkan backend

  • Renamed the .vertex and .pixel shader files to .hlsl
    This allows better editing of the shaders within Visual Studio including Intellisense support.

  • Integrated libbinkdec for video playback as a slim alternative to FFmpeg (thanks to Daniel Gibson)

  • Added in-engine Flash debugging tools and new console variables.
    These tools help to analyse the id Tech view of Flash and what SWF tags are supported and how they are interpreted
    by id Tech's own ActionScript 2 interpreter

    • swf_exportAtlas
    • swf_exportSWF
    • swf_exportJSON
    • swf_show : Draws the bounding box of instanced Flash sprites in red and their names
  • Added Steel Storm 2 Engine render demo fixes

  • Merged LordHavoc's image compression progress bar which shows up in the map loading screen
    when loading and compressing new images from mods

  • Added instructions how to use these Doom 3 port with the GOG installer

  • Many smaller compiler related fixes like VS 2017 and VS 2019 support.
    If it fails to compile with GCC then it should at least build with Clang on Linux