And everything else was a load of nonsense too.....
Hope you all had a good April Fools day nonetheless. Some genuine stuff now. Here's the full change log for 1.8.3 so far:
- Added test and failure cases to web download code for several less likely scenarios.
- Added more robust OS versioning.
- Allowed a PS version that's downlevel from the VS version and enabled shader optimizations.
- Optimized surface bbox culling by only checking on surfs where both the leaf and the node intersect the frustum.
- Removed "hard-coding" of release version from the splash screen.
- Removed all static linking dependencies from DirectX DLLs.
- Added d3dx_version cvar to switch between different versions of the D3DX DLLs (default 42).
- Resolved massive speed drain from drawing the console and strings on some platforms.
- Tidied up interpolation somewhat and switched it to cubic interpolation.
- Removed fixed pipeline fog (shader model 3 compatibility).
- Added HLSL path for underwater warp and optimized by incorporating polyblend with the post-process.
- Improved timer to only wrap if DirectQ itself is running for > ~49 days.
- Reworked FPS counter more to my liking.
- Optimized vertex buffers a little better.
Overall performance is up a few percent on 1.8.2 owing to some sneaky optimizations. I'm moving towards being able to put everything into vertex buffers and fully decouple the actual render from the client/server processing, but it might take a few more revisions of the code to actually get there. But in general it's looking nice.