【转】wse2 1.1.5.5更新公告
llqs 发表于 2026-11-13 23:49
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原文: https://github.com/Ruslan-700/WSE2-Releases/releases/tag/v1.1.5.5
- WSE2 now loads the shader model 3 build of its effect (
mb_wse2_3_0.fxo) wherever the hardware supports it ([Graphics] iEffectShaderModel: 0 = hardware decides, 2 = shader model 2 only, 3 = shader model 3 only). Most of the new graphics below need it. - New graphics features. Unless stated otherwise they are on by default, and switching one off restores the retail look:
- Screen space ambient occlusion (
[PostFx] iSsao, off by default, also in the graphics options;fSsaoRadius,fSsaoStrength). - SMAA antialiasing (
[PostFx] iSmaa, off by default; replaces FXAA when on, and shares its list in the graphics options). - Crepuscular rays from the sun and the moon (
[PostFx] bGodRays, off by default, also in the graphics options;fGodRaysDensity,fGodRaysDecay,fGodRaysStrength,fGodRaysThreshold, andfGodRaysDensityNight,fGodRaysDecayNight,fGodRaysStrengthNightfor moonlight). - Soft shadow edges (
[ShadowMap] bSoftShadows, also in the graphics options;fSoftShadowWidth), and a shadow map resolution that follows the size of the scene ([ShadowMap] bShadowMapSizeByScene), so generated battlefields get sharp shadows too. - Height fog gathering in hollows and along rivers (
[Scene] bHeightFog, off by default;fHeightFogBase,fHeightFogFalloff,fHeightFogStrength). - Water: travelling waves, surf along the shore, the sun reflected on the surface, rain ripples, and an underwater colour that follows the scene and the time of day (
[Graphics] bWaterWaves,bWaterFoam(also in the graphics options),bWaterSunGlint,fWaterRainRipples,bSceneUnderwaterFog). Waves form only on deep, open water (fWaterWaveHeight,fWaterWaveLength,fWaterWaveSpeed,fWaterWaveRange,fWaterWaveMinDepth,fWaterWaveMinFetch); surf is set byfWaterFoamDepth,fWaterFoamWidth,fWaterFoamMaxSlope,fWaterFoamStrength; how far one sees into water byfWaterTransmittanceandfMuddyWaterVisibility. - Vegetation sways in the wind and is lit by the sun from a direction (
[Flora] bFloraWind(also in the graphics options),bFloraDirectionalLight;[Graphics] fFloraWindStrength,fFloraWindGustSize,fFloraWindSpeed); grass draw distance is now adjustable ([Flora] fGrassDrawDistance, also in the graphics options). The gusts and the sea swell follow the weather direction ([Graphics] bWeatherDirection). - The sky is baked into cube maps at load from several places in the scene, giving the ambient light a direction and reflections on weapons and armour (
[Graphics] bSkyAmbientCube,iSkyCubeProbes,bSkyLightSpecular,fSkyReflection,bDirectionalAmbient,bSpecularFresnel). Tuned bybSkyAmbientCubeScene,fSkyAmbientCubeStrength,iSkyCubeSize,fSkyCubeProbeBlend,fSkySpecularPower,fSkySpecularMetal,fSkyReflectionBlur,fSkyReflectionMirror; the baked sky is seen through the scene's fog (bSkyCubeFog). set_fog_distancecalled during a mission now dims the sun to match the new fog; the sun's brightness used to be worked out only once, when the scene was built ([Graphics] bFogDimsSun).- Hills and buildings in front of the sun no longer catch its flare as a pale band along the ridge (
[Graphics] fSunFlareAirlight, the share of the glow a surface may take, 0.25 by default; 1 restores the retail look). - Foliage is drawn into the depth pre-pass, so ambient occlusion, sun shafts and depth of field see leaves (
[Graphics] bFoliageInDepthPass). Meshes whose shader moves their vertices over time (a module's waving flags, water and the like) are kept out of it unless the module ships anearlyz_depth technique for them, instead of being written at rest and shaded where they are not (bDepthPassSkipAnimated). The depth is now taken from the frame itself instead of drawing the scene a second time, which is faster and shades moving objects correctly in any module without depth shaders of its own ([Graphics] bFrameDepth, also in the graphics options). It needs depth effects on and MSAA off; otherwise the option is greyed out and the depth pre-pass is used as before. - Up to eight torches and fires now light each mesh instead of four, statically lit props catch the lamp beside them, and lamps shine on hair, skin and weapons (
[Graphics] iMaxLightsPerMesh,bStaticMeshPointLights,fHairLampSpecular,fFaceLampSpecular,fWeaponLampSpecular). - Hair sways as its owner moves (
[Graphics] fHairSway). - Blood splashes projected onto the body as decals, on top of the vertex colour stains (
[Graphics] bShaderBloodStains, also in the graphics options). - A module can replace the blood splash atlas and the shore foam texture with its own
wse2_blood_splats.ddsandwse2_foam.dds(seeWSE2 SDK/Textures/readme.txt); without them the engine generates both. - The sun on the world map follows the hour, and the map's relief is shaded from where it stands (
[Campaign] bMapSunMoves, also in the graphics options;bMapSunShading). - Cleaner leaf, fence and thatch edges at a distance (
[Graphics] bFoliageUnpremultiply;bSharpenAlphaTest, off by default), and full anisotropic filtering on normal maps ([Graphics] iNormalMapMaxAnisotropy, now 16).
- Screen space ambient occlusion (
- Added world map texture variants with per-variant scene flora (
fkf_variantflora flag, seemodule_flora_kinds_addon.py). - Added
party_get_current_terrain_variant,scene_set_region_variant,scene_set_height_fog,scene_set_water_waves,scene_set_flora_wind,scene_set_weather_directionandscene_rebake_sky_cubeoperations. - Added
script_wse_camp_button_clicked: the Camp button on the map bar now asks the module first, and works in the multiplayer campaign when the module handles it. Without the script nothing changes. - Added
[BattleAi] bAlwaysStopToReloadto keep bots still while reloading a weapon that cannot be reloaded on the move, even when they are not engaging an enemy, off by default. - Added
[Sound] fOcclusionMaxDistance(80 m by default): sounds beyond it skip sound occlusion, which made big battles with occlusion enabled much heavier on the CPU. - Ctrl+Shift+C reloads the configuration files while the game runs.
- Escape now opens the menu from the mission debug view.
- The executables now carry their version, so the launcher can read it before the game has ever run. Added UseWSE2Effect and EffectShaderModel options to launcher.
- HTTP requests now use the system proxy, as vanilla does.
- Fewer frame time spikes from graphics buffer rebuilds (
[Graphics] fVertexBufferHeadroom,iVertexBufferMaxMegabytes;bGraphicsBufferStatslogs what the buffers hold), faster shadow map baking and bone uploads. - Character shadows are redrawn at least 8 times a second at any distance (
[FakeCharacterShadows] fFakeCharacterShadowMinUpdateRate). - Fixed display driver resets (TDR) in large battles.
- Fixed the screen staying black after a display driver reset with Direct3D9Ex.
- Fixed meshes going missing for a frame when a vertex buffer ran out of room.
- Fixed meshes shared by several agents sometimes drawing with another agent's heraldic colours or texture offset when instancing is enabled.
- Fixed vegetation on generated scenes getting darker after every Alt+Tab or
rebuild_shadow_map. - Fixed scene props handled as flora disappearing past the flora degrade distance.
- Fixed meshes in range of more than four lamps sometimes dropping one of the four strongest.
- Fixed a crash when hovering an item with a corrupted modifier in the inventory.
- Fixed a crash when a scene was freed while the render thread was still drawing it.
- Fixed a crash in the Lua log callback when the render thread wrote to the log.
- Fixed memory corruption when loading collision bodies with five-vertex faces, and degenerate collision faces with two vertices; such faces are now split into quads and triangles, or dropped.
- Fixed the game hanging at startup with
iMaxFrameRate=0; zero now means no limit, on dedicated servers too. - Fixed the last three rows of the battle options window being impossible to scroll to.
- Fixed the Chinese IME closing the chat box, and the IME stopping working after the Steam overlay was opened.
- Fixed bots frozen in mid-air beside an
ai_limiterbarrier on x64. - Fixed player movement on slopes differing from vanilla servers on the x86 (Havok) build.
- Fixed shield breaks playing at a random pitch, and voice pitch varying on every skin instead of skin 0 only (
[Sound] iVoicePitchVariationSkins). - Fixed
missile_get_cur_positionoperation.

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