New in this version
- Add mask support to particle emitter objects
- Rectangle selection for terrain, by holding shift while pressing the arrow keys.
- Unfortunately the selection rectangle is still invisible in this version
- The maximum width of the rectangle to be selected is 10 by default. It can be set using the terrain_max_selection_width world setting up to a maximum of 32
- Add support for tag= to sign command
- Support for prelight in RWX models
- Support normal (norm) and specular maps (map_Ks) from OBJ MTL files
- Automatically adjust offset of md5mesh avatars and add avatarOffsetY and textOffsetY settings to allow overriding offsets
- World option to reverse diagonals in terrain mesh (terrain_reverse_diagonals)
- Experimental Vulkan graphics mode, still hidden from the UI. See below for more information
- Mac: Fog support in Metal renderer
- Mac: Set initial keyboard focus to 3D view
- Mac: Quit the application when the last window is closed
- Mac: Teleport to world feature
- Mac: Position display in status bar
- Mac: Add ability to change type for newly created objects
- Mac: Fill current position in teleport to coordinates window
- Fix error in OpenGL 4 shaders: Replace deprecated texture2D calls in shaders with texture (use of deprecated function was unnecessary and unintentional)
- Fix possibly corrupted TLS connection if a lot of data is sent quickly, such as when importing a large object group
- Fix aworld:? URLs in web pages opened with web command
- Fix loop for MP3 sounds
- Fix corrupted text in saved object groups for special characters
- Fix crash when loading OBJ file with no valid faces
- Fix SEQ not correctly preserving scale and shear
- Fix bounding box and sphere for md5mesh models
- Mac: Fix collapsing of sidebar in newer macOS versions
- Mac: Fix crash when clicking on messages tab
The Vulkan graphics mode is now approaching a usable state. It can be tested by setting renderer=6 in the virtualparadise.cfg file.
Here is what's new since the version described in the last blog post about it in April 2018:
- Clustered lighting similar to Direct3D 11, GL 4.x and Metal renderers
- Multisample anti-alias support
- Use uniform buffers instead of push constants for modelview matrix
- Materials
- All blending mode variations that VP uses are now supported
- Rendering of the 'basic' version of the gradient sky (as is also used for Direct3D 9 and OpenGL 1.x. Uses vertex colors)
- Textures including mipmap generation and anisotropic filtering
- Normal map materials
- Normal map materials with a specular map
- Lighting equations made equal to the ones used for Direct3D 11 and OpenGL 4.x (previously the light intensity was not clamped)
- Rotated terrain textures now render correctly
- Improved performance by reducing unnecessary updates of uniform buffers
- Particles are now rendered with the correct depth stencil state
- Support upload of clustered shading data using staging buffers when necessary (if a mapped buffer is not available)