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0.0.14

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@mastercoms mastercoms released this 04 Sep 15:43

NOTE: This was re-released to fix a crash in sound threading.

  • Added r_force_fastpath: forces shader fast paths for higher GPU performance
  • Added tf_weaponspread_continuous_seed: If set to >-1, the base seed for fixed recoil spread for continuous single bullet fire weapons.
    • Defaults to -1 (effectively disables fixed continuous fire spread)
  • Added tf_weaponspread_continuous_seed_multishot: If set to >-1, the base seed for fixed recoil spread for continuous multi-bullet fire weapons like the Minigun.
    • Defaults to -1 (effectively disables fixed continuous fire spread)
  • Added fully threaded sound updates
    • DSP and spatialization is now runs just in time on the async mixer thread
    • This disables support for non-async mixing and extra sound updates (can be re-enabled for comparisons within the source code)
  • Skipped an Xbox 360 only dashboard music update in sound frame
  • Optimized leaf drawing
    • Inlined surface data access
    • Skipped a decal surface add which seems unnecessary
  • Optimized some shadow code
    • Reduced calculations, copying and memory access
    • Branch optimization
    • Reduced shadow distance for TF (from 50 to 25), to reduce leaf draws
  • Fixed there being more than one I/O thread
    • More than 1 causes too many requests on a single drive, better to just queue them up on a single thread
  • Fixed iron bomber projectile having a ~9x larger hitbox (@wgetJane)
  • Fixed invisible characters being abused to clear chat (@wgetJane)
  • Fixed Heavy sandvich throws forcing a secondary attack on the last weapon
    • Reverts a redundant demo det fix that shouldn't be needed anymore
  • Tuned hardware sync
  • Removed shadow spew which could cause contention in the rendering system
  • Fixed a crash when using lower shader quality
  • Slight optimizations to lightmapped generic, world vertex alpha and skin shader
  • Use native atomic functions rather than ThreadInterlockedAssignIf64 for spin RW lock
  • Optimized thread pool calculations for processors with less cores
  • Forced hardware dxlevel, to prevent legacy settings from interfering from performance gains