Hello, friends! Today we are releasing patch .24 to the development branch of Neverwinter Nights: Enhanced Edition! This patch addresses some of the concerns raised with the latest stable release, while also bringing consistency, compatibility and performance improvements. As always, we appreciate your feedback and help in bringing these changes to the next stable release! [h2]Start Multiplayer Game UI[/h2] The Start Game UI for multiplayer is now also using the new design that singleplayer already offers. You can now host a game from the curated content repository, or any other third party repository used. The repository will be automatically shared with other players, so that they will be offered the download transparently, same as if joining a NWSync-enabled persistent world. In addition, the Start Game UI (both SP and MP) saw the following changes: [list] [*] NewGame UI: Steam Workshop modules now show up on the Community tab. Each workshop item shows up with all modules grouped as a campaign [*] NewGame UI: Allow selecting panels even if they are already selected (allows going back to the info text) [*] NewGame UI: Campaigns in the list now grey out properly if no contained modules are installed [*] NewGame UI: Campaigns can now show screenshots as well [*] NewGame UI: Modules can now show as published-but-unreleased by setting a future date in the version entry [/list] [h2]Fonts[/h2] We spent some time working on font rendering after the feedback received after the latest stable release: [list] [*] Fonts: TrueType Fonts renamed to their function, away from font names [*] Fonts: Combined glyph maps so all languages now share the same font files. Brawler is now the default font for high res typeface, since it was the most popular [*] Fonts: Mordred numerals no longer offset old-style [*] Fonts: Slight adjustments to spacing and padding to make it look better [*] Fonts: You can now tweak font outlines and contrast per-font (via txi) [*] Fonts: Fixed the wrong font appearing in places like the DM chooser [*] Fonts: Increased contrast for the high-res variant [/list] [h2]Renderer[/h2] A lot of performance and stability/compatibility improvements went into this patch: [list] [*] Renderer: Fixed pink screen on unsupported older GPUs [*] Renderer: Drastically reduced the need for buffer switching by combining vertex arrays (perf+) [*] Renderer: PLT are now constructed on the GPU (perf+) [*] Renderer: Combined all post-processing shaders into single unit (perf+) [*] Renderer: Custom shader parameters are now properly relinked when another shader is loaded (consistency) [*] Renderer: Shadows are now rendered entirely via VBO (perf+) [*] Renderer: Early-Z optimisation reenabled via ifdef guard in shaders (perf+) [*] Renderer: TSB are now calculated for legacy compiled models at runtime as well (consistency/compat) [*] Renderer: Fixed GL CubeMap load order (compat) [*] Renderer: Fixed env maps for PC models not updating between areas. Now allows “default” map in txi files, handling missing maps better (consistency) [*] Renderer: Fixed gamma functions erroneously checking all colour channels, instead of any (consistency) [*] Renderer: Fixed disabling tile light source with TILE_SOURCE_LIGHT_COLOR_BLACK not actually removing the light [*] Renderer: Completely disabled texture downsampling for non-compressed textures [*] Renderer: Fixed crash when releasing PLT [*] Renderer: Added some crash safeguards for broken models [*] Renderer: Adaptive soft particle based on size, should fix missing/faded monk eyes [*] Renderer: Explicitly set PLT alpha mean values to fix issues with custom content such as robes not showing properly [*] Renderer: Simple shadow perf optimisation [*] Renderer: Fix setting ambient material for grass [*] Renderer: Fix skinmesh bodyparts not rendering [*] Renderer: Fix the renderaabb command not working [*] Fixed a crash when downsizing internal data structures [/list] [h2]Pathfinding[/h2] [list] [*] Pathfinding: Static object removal now properly removes objects from the internal object list. This fixes cases where a lot of static objects (such as body bags) added and removed over hours, would bog down gameplay [*] Pathfinding: Fix creatures not correctly moving towards a interactible object in certain marginal situations. Better handling of requested distance when moving towards an object [*] Pathfinding: Abort attempts at pathing early if the target destination isn’t achievable anyways (perf+) [/list] [h2]Game[/h2] [list] [*] Game: Default weapon feats for gloves and bracers now properly set if 2da entry is missing #317 [*] Game: Recommended button in chargen/levelup can now be disabled via ruleset.2da entry [*] Game: Fixed hit dice validation for RDD [*] Game: Fixed creature gobs sometimes erroneously generating really large wind values #320 [/list] [h2]Premium Modules[/h2] We cleaned up the data set for the Tyrants of the Moonsea premium module. All content that is also part of the basegame has been removed from the DLC download. In addition, the following fixes went in: [h3]Tyrants of the Moonsea[/h3] [list] [*] Camera position no longer resets to top-down when exiting the world map [*] Some tile appearances were incorrect when "facelift" mode was active [*] The Kur-Tharsu main gate was difficult to attack [*] A spider on the Shind Road East spawned in the wrong spot [*] Removed a minor XP exploit in Thalia's conversation [/list] [h3]Darkness over Daggerford[/h3] [list] [*] Camera position no longer resets to top-down when exiting the world map [/list] [h2]Other Fixes[/h2] [list] [*] UI/Nuklear: Fixed a crash that would occur when swapping child layouts (“clicking around a lot”) [*] Game: OnPlayerTarget now actually persisted to savegames [*] Toolset: Fixed not rendering bounding boxes [/list]