Replacing the HLSL compiler in Glide ps shaders with an own code generator
So now dgVoodoo does not need the external D3DCompiler at all
Optimizations in D3D sw vertex processing calcs
Optimizations in D3D state blocks + some minor D3D9 optimizations
Fixing a D3D9 shader incompatibility (Mass Effect)
Fixing a shader validator bug (Garfield - Lasagna World Tour)
Fixing a regression bug in D3D frontend (Crush)
Fixing another bug in D3D frontend
Fixing a D3D12 API driving bug
Fixing a bump mapping bug in FF shaders (Matrox G400 demo)
Fixing a cube texture resolution scaling bug (Colin McRae Rally 3)
Fixing a vs.1.x code generator bug (Splinter Cell 2)
Fixing D3D9 vs.3.x pointsize output (Fable 3)
Minor comparison sampling fix for D3D8/9 (Test Drive Unlimited 2) (D3D12 is recommended)
Fixing a D3D colorkeying bug (Restricted Area)
Changing the criterions for accepting incoming refresh rate values in DX (see the DirectX readme for details)
Fixing a bug in Glide D3D12 backend (Ultimate Race Pro)
Fixing an encountered Glide bug (texture chroma range)
Minor modification for Glide GrSstWinOpen to accept (and convert) more invalid buffercount combinations
Some debug layer fixings for Glide3 Napalm
Gamma ramps now automatically works with D3D12 (with underlying optimizations)
Color profile is always inherited because of calibration standards on modern systems
Option General\InheritColorProfileInFullScreenMode is only taken into account when a D3D11 output API is explicitly selected (compatibility mode for old hw)
Introducing option GeneralExt\FullscreenAttributes with attribute 'Fake' to enable fake fullscreen rendering
Enabling control tabbing + fixing tab-order for the CPL