2020‒04−06 14:30 MSK (UTC+3:00) Thief 2: The Metal Age 20th Anniversary Edition
+ fixed display of file names and directories in the navigation list, they are no longer wrapped to a new line.
+ LEGACY HARDWARE mode now requires OpenGL version 1.0 instead of 2.1. But work in this mode has not been tested. I would be grateful for the response.
+ added glow of objects that have the Self Illumination property.
+ added support for the Anim Light property. In some modes, it affects Self Illumination property of objects. Full animation of this property has not yet been implemented, only the initial state is applied.
+ added support for languages specified in the dark config file. Resources will be searched in the appropriate subdirectories at the priority specified in darkinst.cfg or install.cfg.
2020‒03−28 13:00 MSK (UTC+3:00) Thief 2: The Metal Age 20th Anniversary Edition
+ improved mechanism for determining directories with game resources. Now the mission, located inside any directory of the game, easily finds the path to resources.
+ improved texture search engine for models. Added support for nested directories with language name (though now only "english" is being searched for so far).
+ added support for replaceable textures described by the TxtRepl r* parameter, where * is the texture number [0, 3].
+ increased maximum exposure limit (to increase brightness with the "+" and "-" keys).
+ now Thief 1 missions display high-poly models (if available).
+ added support for opening a program in the desired directory by passing a parameter on the command line or by dragging and dropping the directory onto the program window.
2020‒03−23 01:50 MSK (UTC+3:00) Thief 2: The Metal Age 20th Anniversary Edition
+ added display of character models (thanks to Juliusz Kaczmarek aka PinkDot and Randy Sybel aka Shadowspawn).
+ using the "+" and "-" keys you can now change the brightness of the image in "Free camera mode".
+ attenuation in the shader switched to quadratic.
+ fixed inheritance of object hierarchy properties.
2020-03-06 14:00 MSK
+ reduced radius of SSAO and, accordingly, bent normals. The latter are now included in the final picture result, which makes it look a bit noisy. You can disable the SSAO and bent normals contributions by pressing k.
+ verticall FOV value increased from 50 to ~74 degrees, which corresponds to the FOV of New Dark Engine.
+ refactored interaction with the object hierarchy. The Render Type and Self Illumination properties are read, this allowed not to draw extra mission objects and fixed the rendering of shadows from the lanterns.
+ fixed polygon offset for inversed depth buffer. This prevents shadows from flickering when rotating or moving the camera.
2020-02-26 20:00 MSK
+ added support for New Dark Engine mission format! Hooray! Special thanks to Juliusz Kaczmarek aka PinkDot!
+ slightly faster mission loading
+ when opening a mission, the camera is positioned in the starting point
+ color class refactored for storing data in a floating-point vector, this provides better accuracy
+ "sticky keys" is disabled to prevent the accumulation of camera offsets when managing the interface
+ increased brightness of the mission view mode
2020-02-17 23:00 MSK
+ added support for colored polygons in models
+ fixed path clipping for textures placed in the same subdirectory with the open model (on screen texture information)
+ various internal optimizations
2020-02-05 23:30 MSK
+ fixed rendering of some problematic models consisting of several bones
2020-01-14 15:00 MSK
+ fixed level rendering on AMD video cards
+ recursive traversal of the BSP tree in model opening refactored, recursion is removed
+ fixed program crash when opening some old or damaged models
+ adjusted the layout of mipmap texture levels available for sampling
+ added debug render scheme
2020-01-04 00:55 MSK
+ fixed rotation of an object immediately after opening it, without prior mouse movement
+ fixed the orientation of some objects in missions
+ fixed building AABB and OBB for objects and their bones
+ shaders are now able to accept data arrays as input
+ added draft render scheme for bounding boxes debug rendering
2019-12-18 23:30 MSK
+ the paths to the game resources are deleted from the program if we exit the game directory (so that the resources of different games do not get mixed up at boot time)
+ fixed crash when clicking or scrolling on the error page on first launch
+ the program window at startup is located in the center of the screen
+ fixed behavior of the PgUp key, rewinding the list to the very end, when pressed at the top of the list
2019-12-11 16:00 MSK
+ fixed compiler error for depth_tree shader on AMD cards
+ extended logging for texture search errors to simplify log analysis
2019-12-10 15:00 MSK
+ fixed unpacking of model normals, now all objects are correctly illuminated by light sources
2019-12-06 15:00 MSK
+ closing the archive descriptor when we exit archive contents using the interface