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[MOD] EEex (v1.2.0)

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  • BubbBubb Member Posts: 1,026
    EEex v1.1.6

    EEex Fixes
    • Characters with a small view radius (e.g. blinded characters) should no longer cause a crash if they walk near a wall.
    • Quick saves / auto saves should no longer cause a black flicker when using EEex's FPS uncap feature.
    • Adjusted a few of the "Uncap FPS" option descriptions to reflect changes made in EEex v1.1.0.
  • BubbBubb Member Posts: 1,026
    EEex v1.1.7

    EEex Fixes
    • Fixed a bug introduced by EEex v1.1.6 which caused the engine's DirectX "Alternate Renderer" to crash when saving.
    • Saving should no longer cause portraits to flicker when using the DirectX renderer with EEex's FPS uncap feature.
  • BubbBubb Member Posts: 1,026
    edited August 12
    EEex v1.2.0

    Vanilla Fixes
    • op135 will no longer cause a creature's equipment to be considered unequipped when performing a form-to-form transition. (Thanks Luke)!

    • The engine's alternative DirectX renderer will no longer exhibit a few frames of graphical glitches when saving.
    Modder Features
    • Lifted the spell state limit from 255 to 4,294,967,295.

    • Added EEex_Opcode_AddDeferredListsResolvedListener(). This hook is similar to the legacy EEex_Opcode_AddListsResolvedListener(), but runs at most once per AI tick, which should improve performance. (Thanks Luke)!
    EEex Fixes
    • The EEex_Menu_LuaHook_BeforeListRenderingItem() hook will now only run when needed; this previously caused stuttering in the journal with an uncapped FPS.

    • The Lua Garbage Collection Steps setting will now only take effect when EEex's FPS uncap is enabled, otherwise the vanilla Lua garbage collection strategy is used.

    • Improved how EEex handles the projector engine (playing videos) when the FPS is uncapped.
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