Quake II RTX 1.6.0 Patch

Hey, everyone! Today we're releasing v1.6.0, featuring the below fixed issues and improvements. [b]Breaking Changes:[/b] [list] [*] Re-designed the material definition system for flexibility and modding. [*] Removed support for the VK_NV_ray_tracing Vulkan extension, which is superseded by [*]VK_KHR_ray_tracing_pipeline and VK_KHR_ray_query that were added earlier. [/list] [b]New Features:[/b] [list] [*] Added a setting to enable nearest filtering on world textures, pt_nearest. [*] Added a setting to enable the use of texture and model overrides in the GL renderer, gl_use_hd_assets (https://github.com/NVIDIA/Q2RTX/issues/151) [*] Added support for converting sky surfaces into lights based on their flags, see pt_bsp_sky_lights. [*] Added support for IQM models and skeletal animation for the RTX renderer. [*] Added support for making any models translucent, and cl_gunalpha specifically. [*] Added support for masked materials (https://github.com/NVIDIA/Q2RTX/issues/127) [*] Added support for polygonal light extraction from MD2/MD3/IQM models. [*] Added support for smooth normals on the world mesh through a BSPX extension. [*] Added support for unlit fog volumes. See the comment in fog.c for more information. [*] Enabled game builds for ARM64 processors. [*] Extended the "shader balls" feature to support arbitrary test models with animation. [/list] [b]Fixed Issues:[/b] [list] [*] Fixed a crash that happened when loading a map with non-emissive lava material. [*] Fixed loading of multi-skin MD3 models. [*] Fixed long texture animation sequences. [*] Fixed some bugs in the model validation code (https://github.com/NVIDIA/Q2RTX/pull/149) [*] Fixed some self-shadowing artifacts by increasing the shadow and bounce ray offsets. [*] Fixed some unlit or partially lit triangles by improving the BSP cluster detection logic. [*] Fixed the MZ_IONRIPPER sound (https://github.com/NVIDIA/Q2RTX/pull/143) [*] Fixed the rcon_password variable flags to prevent the password from being stored (https://github.com/NVIDIA/Q2RTX/issues/176) [*] Fixed the background blur behavior when the menu is opened on a system with over 24 days of uptime. [*] Fixed the barriers in non-uniform control flow in the tone mapping shader (https://github.com/NVIDIA/Q2RTX/pull/129) [*] Fixed the buffer flags on the acceleration structure scratch buffer (https://github.com/NVIDIA/Q2RTX/pull/142) [*] Fixed the crash that sometimes happened when entering The Reactor map (https://github.com/NVIDIA/Q2RTX/issues/123) [*] Fixed the disappearing light surfaces on some polygons with almost-collinear edges. [*] Fixed the lighting on the first person weapon when it's left-handed. [*] Fixed the missing frame 0 in repeated entity texture animations. [*] Fixed the pipeline layout mismatch in asvgf.c (https://github.com/NVIDIA/Q2RTX/pull/140) [*] Fixed the rendering of the planet's atmosphere in the space environment. [*] Fixed the sampled lighting estimator math, improved specular MIS. [/list] [b]Misc Improvements:[/b] [list] [*] Allowed changing the VSync setting without reloading the renderer. [*] Extended the supported light style range to 200% to fix over-bright lighting. [*] Implemented anisotropic texture sampling for objects seen in reflections and refractions using ray cones. [*] Improved CPU performance by not re-allocating the TLAS on every frame. [*] Improved the handling of transparent effects in the acceleration structures. [*] Removed the fake ambient that was added when global illumination is set to "off". [*] Removed the initialization of the async compute queue, which was unused. This improves rendering performance and fixes some compatibility issues with AMD drivers. [*] Removed the MAX_SWAPCHAIN_IMAGES limit for XWayland (https://github.com/NVIDIA/Q2RTX/pull/122) [*] Replaced the implementation of model data handling on the GPU to improve scalability (https://github.com/NVIDIA/Q2RTX/pull/171) [*] Replaced the material BRDF with a more physically correct one and removed the non-linear albedo correction function. [*] Replaced the normal map normalization on load with a compute shader to speed up engine startup and map loading. [/list] [b]Contributions by GitHub user @res2k:[/b] [list] [*] Added auto-complete for the ray_tracing_api console variable (https://github.com/NVIDIA/Q2RTX/pull/112) [*] Added support for AMD FidelityFX Super Resolution (https://github.com/NVIDIA/Q2RTX/pull/145) [*] Added support for HDR monitors (https://github.com/NVIDIA/Q2RTX/pull/159) [*] Added support for synthesizing emissive textures and fixing lighting in custom maps (https://github.com/NVIDIA/Q2RTX/pull/111, https://github.com/NVIDIA/Q2RTX/pull/136) [*] Allowed saving and loading games in expansion packs (https://github.com/NVIDIA/Q2RTX/pull/157, https://github.com/NVIDIA/Q2RTX/issues/150) [*] Fixed a crash due to invalid clusters on some world geometry (https://github.com/NVIDIA/Q2RTX/pull/165, https://github.com/NVIDIA/Q2RTX/issues/163) [*] Fixed the debugging features of the bloom pass (https://github.com/NVIDIA/Q2RTX/pull/160) [*] Fixed the lighting from light surfaces with animated textures (https://github.com/NVIDIA/Q2RTX/pull/137) [*] Implemented full-screen blend effects (such as on item pickup) in the RTX renderer (https://github.com/NVIDIA/Q2RTX/pull/110) [*] Improved support for old mods and enabled x86 builds of the dedicated server (https://github.com/NVIDIA/Q2RTX/pull/116) [*] Improved the behavior of Dynamic Resolution Scaling on map changes (https://github.com/NVIDIA/Q2RTX/pull/155) [*] Improved the FPS counter behavior when r_maxfps is set (https://github.com/NVIDIA/Q2RTX/issues/117, https://github.com/NVIDIA/Q2RTX/pull/118) [*] Improved the tone mapper (https://github.com/NVIDIA/Q2RTX/pull/156) [*] Replaced the rendering of laser beams as billboards with volumetric primitives (https://github.com/NVIDIA/Q2RTX/pull/108) [/list] [b]Contributions by GitHub user @Paril:[/b] [list] [*] Added settings for texture filtering in the UI (https://github.com/NVIDIA/Q2RTX/pull/173) [*] Added support for maps in QBSP format (https://github.com/NVIDIA/Q2RTX/pull/133, https://github.com/NVIDIA/Q2RTX/pull/154) [*] Merged over 350 commits from Q2PRO (https://github.com/NVIDIA/Q2RTX/pull/166) [*] Moved the security camera definitions to per-map files for modding (https://github.com/NVIDIA/Q2RTX/pull/169) [/list]