4 Commits

Author SHA1 Message Date
Dipshet 566817d628 Fix missing aircraft ground shadow on GPUs without constant-alpha blending (Blackwell and Battlemage)
The aircraft's ground shadow is drawn with the Xenos CONSTANT_ALPHA blend factors, which dfd8b92a routed to D3D12's ALPHA_FACTOR family, an OPTIONAL feature that must be checked via OPTIONS13::AlphaBlendFactorSupported first. We never checked, so on a device reporting false the shadow's pipeline is rejected and, being indistinguishable from one still compiling, its draw is dropped from every frame in silence. Now the capability is queried, and where it is absent the pixel shader carries the blend constant's alpha in its alpha output so INV_SRC_ALPHA reproduces the same blend exactly.
2026-08-09 19:36:57 +02:00
Dipshet cc9d8aa54e Add ultrawide support: hor+ in missions
ac6_widescreen = true (default false), renders missions at the window's aspect ratio (hor+) by patching the game's per-camera aspect data, so FOV, culling and every camera follow. Menus, hangar, briefing and FMV revert to 16:9 and letterbox. The HUD is pre-squeezed at  draw time to stay crisp, and marker art is squared without moving the aim points. ac6_widescreen_cinematics enables it in in-game cutscenes(default true, gated).
2026-07-29 04:35:39 +02:00
salh ead11217b7 Upgraded to RexGlue v0.8 and edited a bit of the Audio code 2026-05-29 22:17:02 +03:00
salh ddf7c28587 Initial barebones version 2026-04-17 20:09:41 +03:00