## Build [[3495]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3495)
### __[General]__
> * general code cleanup
> * disable devgui hotkeys on debug builds
> * fixed an issue with custom fastfile loading
### __[RTX Remix related changes]__
> * disabled loading of specular and normal maps to declutter the rtx-remix gui
> * added commandline argument `-load_normal_spec` to re-enable specular and normal map loading
> * devgui no longer shows features that are not supported when in rtx mode
> * debug visualization can now be rendered when in rtx mode
> * main menu :>
---
## Build [[3490]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3490)
### __[General]__
> * general code cleanup
> * game input is now getting blocked when an ImGui widget that wants text input is active
### __[RTX Remix related changes]__
> * changed commandline argument `-no_rtx` to `-rtx`.
It's now required to run iw3xo with the `-rtx` arg in order to activate rtx-remix modules (use the provided `run_remix.bat`)
> * removed commandline argument `-no_d3d9_check`
> * added fixed function rendering of non-batched bsp surfaces (dvar `r_pretess 0`)
> * added a feature to mark additional user-defined textures as sky (string dvar `rtx_sky_materials` - iw3xo will replace these with a replacement sky texture - same logic as dvar `rtx_hacks` - can be useful for custom maps with custom skyboxes)
> * added a proper flashlight that is attached to the gun (`tag_flash`) - can be enabled within the debug light gui category
---
## Build [[3483]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3483)
### __[General]__
> * merged rtx branch into develop (automatically enable rtx modules if a `d3d9.dll` is found in the root dir)
> * fixed a bug that led to uppercase mod names - `fs_game`
> * playing demos with a mod that has no `mod.ff` should now work
### __[RTX Remix related changes]__
> * added commandline argument `-no_rtx` :: disable all rtx modules (useful if you are using a `d3d9.dll` that is not rtx remix)
> * added commandline argument `-no_d3d9_check` :: active rtx modules even if no d3d9.dll was found (eg: if you are loading remix using asi loader)
---
## Build [[3480-rtx]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3480-rtx)
### __[RTX Remix only release]__
> * first rtx branch release including all needed files
---
## Build [[3430]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3430)
### __[General]__
> * fix `load_iw3mvm` dvar
> * proper client versioning and github workflows (nightly builds)
> * fixed mistakes in vector normalize3 & normalize3_glm (caused a lot of issues especially within movement functions)
> * devgui tweaks
---
## Build [[3428]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3428)
### __[General]__
> * add custom mapEnts for each SP map to _spmod_ (3 dm spawns, global intermission :: dynamically loaded)
> * fix damage and respawn on SP maps
> * `scr_testclients` now works on SP maps
> * intercept and skip a _entity visibility_ check on SP maps (caused a crash when spawning bots)
> * move MP-SP logic to module "_Map"
> * slightly modify the map-exporter to export original mapEnts and not the custom ones
---
## Build [[3427]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3427)
### __[General]__
> * make SP maps loadable in MP
> * add mod __spmod__ (custom map gsc/createfx and globallogic tweaks)
> * updated iw3xo_xcommon
> * fix a crash when opening the config tab within the DayAndNight devgui tab
### Loading SP maps
- load spmod
- use gametype `dm`
- `devmap coup` (or any other sp map)
---
## Build [[3424]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3424)
### __[General]__
> * added "[DayNightCycle](https://xoxor4d.github.io/projects/cod4-daynight/)" module
>* fixed structures + general clean-up
### __[Rendering]__
> * increased main menu fps cap to 125 FPS
> * fixed in-game fps getting stuck at 500 FPS (Windows 10)
> * you can now tweak world and weapon fov separately ("cg_fov_tweaks" -> "cg_fov" (world) & "cg_fov_gun")
> * you can now tweak framefog using "r_fogTweaks" dvars
### __[Menu / Gui]__
> * fixed a crash when loading a mod from the main menu (changelog related)
> * refactored devgui tabs
> * added fov settings to the visual tab
> * added fog settings to the visual tab
> * added DayNight cycle tab
### __[Moviemaking]__
> * dvar "cl_avidemo_streams_viewmodel" should now work as expected
---
## Build [[3421]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3421)
### __[Dependencies]__
> * added [imgui_md](https://github.com/mekhontsev/imgui_md)
> * added [dxsdk](https://github.com/devKlausS/dxsdk)
> * added [WinHttpClient](https://github.com/Goblenus/WinHttpClient)
### __[General]__
> * added "_Client" module
> * added "_Renderer" module
> * added "Mvm" module
> * cleanup and refactoring
> * automatically load reshade.dll if placed in "iw3xo\bin\"
> * automatically load iw3mvm.dll if placed in "iw3xo\bin\" and dvar "load_iw3mvm" is enabled
> * forced "sv_punkbuster" to 0 (randomly crashed the game)
### __[Common]__
> * increased Hunk
> * increased Gmem
### __[Rendering / Shaders]__
> * proper d3d9 implementation
> * devgui no longer needs r_d3d9ex enabled ^
> * minor fixes for shader overlays
> * sampler.resolvedPostSun now includes the latest frame with filmtweaks/visions
> * added dvar "r_debugShaderTexcoord" :: show world and model uv's / texcoords
> * added dvar "r_dumpShaders" :: dump shader binaries at runtime (to iw3xo\shader_dump)
> * added dvar "r_wireframe_xmodels" and "r_wireframe_world" :: draw xmodels / world surfaces using their wireframe technique (use r_clear and r_clearcolor to manipulate filling-colors)
> * ~~added dvar "r_cullWorld" and "r_cullEntities" to disable culling :: can be useful for vertex manipulating shaders (latched dvars, requires a vid_restart)~~ (disabled for now)
> * ~~added dvar "r_drawDynents" :: disable drawing of dynamic entities~~ (disabled for now)
> * added dvars to increase rendering buffers such as skinnedCache, smodelCache and various others ("r_buf_" :: make sure to disable r_fastSkin when rocking custom sizes :: disabled by default)
> * R_MAX_SKINNED_CACHE_VERTICES and TEMP_SKIN_BUF_SIZE warnings are now dynamic and adjust to their respective buffer sizes ^
### __[Moviemaking]__
> * fixed an out of memory error when trying to take screenshots with R_TakeScreenshot when using heavy mods
> * fixed cl_avidemo screenshots being black (iw3mvm support)
> * added dvar "cl_avidemo_streams" :: same as iw3mvm mvm_streams but with customization options :: "cl_avidemo_streams_" (iw3mvm support)
> * added dvar "cl_pause_demo" :: pause demo's
### __[Movement]__
> * added dvar "pm_terrainEdgeBounces" :: allow terrainEdges to be bounceable (somewhat mimics console behavior)
### __[DevGui]__
> * movement tweaks :: moved hud and CGaz settings into the debug tab
> * map export :: added a few notes on what needs to be done in order to export maps
> * menu :: added highlight dvars
> * ImGui now uses [OpenSans](https://fonts.google.com/specimen/Open+Sans)
### __[Menu]__
> * eyes (ui_eyes_position, ui_eyes_size, ui_eyes_alpha) :>
> * proper changelog gui (symbiosis between ImGui and cod4 menus)
> * latest changelog will be pulled once on startup (from https://raw.githubusercontent.com/wiki/xoxor4d/iw3xo-dev/Changelog.md)
---
## Build [[3386]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3386)
### __[General]__
> * Added dvar r_aspectRatio_custom (21:9 = 2.333) -> Use r_aspectRatio "custom" to enable
> * Automatically load xcommon_iw3xo_addon.ff if found in zone/language (user fastfile to overwrite loaded assets)
> * cubeMapShot command fixed (disable r_smp_backend when using it)
### __[Map Export]__
> * Fixed brush indices drawing when using r_drawCollision_brushIndexVisible
> * Minor fixes to texture scaling when exporting maps
> * Use dvar mapexport_brush5Sides to export brushes with only 5 sides
> * All IW3xo created files will now be placed in their respective directories in root/iw3xo/
### __[ImGui / Ocean Shader]__
> * Implemented Ocean tab to tweak ocean shader settings in realtime
> * Use the export button to export shader settings
> * Shaders needs preprocessor #define USE_CUSTOM_CONSTANTS for this to work
> * Visit https://xoxor4d.github.io/projects/cod4-ocean/
### __[Shader Overlays]__
> * xo_shaderoverlay can now be set to custom (define postfx material with xo_shaderoverlay_custom)
> * Added dvar xo_shaderdbg_matrix to debug transformation matrices
---
## Build [[3369]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3369)
### __[General]__
> * shortcut ALT + Enter now works without developer mode
> * some dvar mins/maxs have been changed (mainly collision and shader dvars)
> * collision hud now uses the correct dvar to determine its color
> * fixed a visual issue with weapon bullet spread
> * some changes to dvar mins and maxs (mostly postfx shaders and debug collision)
### __[Menus]__
> * rawfile menu loading [/menu_loadlist_raw ] (needs fs_usedevdir enabled)
> * open any loaded menu by name [/menu_open , /menu_open_ingame ]
> * close any loaded menu by name [/menu_closebyname ]
> * Menu Exporter [/menu_export, /menu_list ...] ((c) SheepWizard)
> * menu_loadlist_raw no longer drops the player when it was unable to find specified menu
### __[Menus]__
> * implemented ImGui (currently needs to be enabled)
> * theres now a devgui for most of the dvars that where added [/devgui]
> * imgui demo menu [/devgui_demo]
---
## Build [[3333]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3333)
### __[General]__
> * Increased asset pools (c) IW4x
> * Usage of now disables
> * Refactoring
### __[Renderer]__
> * r_d3d9ex [enables extended dx9 interface (on by default)] (c) IW4x
> * Fixed invalid sampler crashes when drawing debug polygons
> * Increased performance when using unlit debug polygons (r_drawCollision_polyLit 0)
### __[Map Export]__
> * fixed brushmodel exporting
> * now skipping brushes with more then 128 points
> * play with and to export smaller but prob. invalid brushes
### __[Console]__
> * fixed matchbox-values
> * re-added dvars
---
## Build [[3284]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3284)
### __[General]__
> * Fixed font size issues
> * Borderless fullscreen (r_noborder + vid_xpos/ypos 0) (c) IW4x
### __[Movement]__
> * pm_debug_drawAxis [Draw axial information (Axis/Fps Zones)]
> * pm_debug_drawAxis_radius [Radius of axis/zones circle]
> * pm_debug_drawAxis_height [Height offset (from player origin)]
> * pm_debug_drawAxis_col125/250/333 [Color of zone]
---
## Build [[3262]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3262)
### __[Map-Export]__
> * Fixed some texture scale issues
> * Fixed some texture scale issues
> * Exporter now writes brush contents
> * Some brushside generation fixes
> * Selection feature [Export only certain parts of the map by defining a bounding box]
> * mapexport_selectionMode [Enables selection mode]
> * mapexport_selectionAdd [Adds a point to the bounding box (needs 2 in total)]
> * mapexport_selectionClear [Reset bounding box]
> * mapexport_brushMinSize [Only export complex brushes if their diagonal length is greater then this]
> * mapexport_brushEpsilon1 [Brushside generation epsilon 1 (adv. only)]
> * mapexport_brushEpsilon2 [Brushside generation epsilon 2 (adv. only)]
### __[UI]__
> * added changelog to the main menu
---
## Build [[3214]](https://github.com/xoxor4d/iw3xo-dev/releases/tag/3214)
### __[Map-Export]__
> * Fixed an access violation that could occur while getting brush indices from clipmap->leafbrushNodes[node].data.leaf.brushes (unfinished but fixes it for now)
> * Added brushmodel support
### __[PM_Movement]__
> * Changed default value for "pm_cpm_useQuakeDamage" to false (dvar influences stock rocket jumping)