github spacefarergames/AloneInTheDarkReHaunted 2.4.0.1008

8 hours ago

2.4.1008 Release

Note: Jack in The Dark mode is now a toggle in Advanced options instead of needing to download a separate release. Toggle it on if you wish to play JACK, restart the game and it will play. This same method will apply to AITD2 and AITD3, however they will be separate releases due to the HD backgrounds and atlases being an extra download step, so they will be toggled on with their release.

We are also only providing Win64 builds currently while we work on this updated branch for AITD/JACK/AITD2/AITD3 for rapid development. If you wish to use a Linux or macOS build, please use 2.3 prior or try compiling yourself for now.

Changes in this release:

image

Implemented the F1 Re-Haunted options dialog.
It includes:
Graphics, renderer, fullscreen, MSAA, backgrounds, filtering and menus
Bloom, grain, SSAO, SSGI, vignette and light probes
Complete cinematic color grading and animation smoothing
Controller behavior and all keyboard/gamepad bindings
Fonts, music and interface settings
HD masks, sequences and background pipelines
Steamless, Jack mode and diagnostic settings
Save, reload, restore defaults and live preview controls
Gameplay input suppression while the dialog is open
Responsive, scrollable layout for different resolutions

Implemented substantial game-wide graphical and animation upgrades.
Added cinematic color grading with exposure, contrast, saturation, temperature, shadow lift, and highlight rolloff in composite_ps.sc (line 54).
Improved bloom transitions to remove hard, unstable halos.
Reworked film grain into subtle, luminance-adaptive cinematic noise.
Added configurable skeletal pose easing while preserving root motion, collision, and gameplay timing in anim.cpp (line 833).
Converted square dust/dirt cards into soft radial particles in particle_ps.sc (line 16).
Fixed live configuration toggles retaining previously enabled effects in bgfxGlue.cpp (line 202).
Added documented graphical and animation controls to fitd_remaster.cfg.example (line 115) and the shipping configuration.

Fixed the stack corruption.
Root cause: buildPakFilename() declared a 512-byte destination to strcpy_s/strcat_s, while callers supplied only a 256-byte pakName. The Debug CRT consequently overwrote adjacent locals—exactly embData, embSize, and fileOffset.
Changes in pak.cpp (line 134):
Passed the real destination size into filename construction.
Replaced the unsafe concatenation with bounded snprintf.
Added strict bounds validation for embedded PAK tables, descriptors, headers, offsets, payloads, compression types, and allocation sizes.
Invalid embedded entries now fail safely with a diagnostic.

Fixed the 0x0000087A debugger exception.
Cause: every Debug build unconditionally enabled bgfx’s Direct3D validation device. DirectX validation can deliberately break when reporting graphics API messages; Microsoft documents this behavior through the D3D/DXGI information queues and their break-on-severity controls. Microsoft Direct3D documentation
Changes:
Graphics API validation is now disabled by default.
Added debug.graphicsValidation = false to the configuration.
Added an opt-in “Graphics API validation” setting under F1 → Advanced.
Validation still remains available for deliberate GPU debugging after restart.
Rebuilt and ran the Debug executable for ten seconds without the exception or crash report.

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