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Jaded - Community Patched Jade Engine
Discord: hogsy
Mastodon: @hogsy@mastodon.social
Bluesky: @hogsy.me
-----------------------------------------------------------
2026-07-03 (v0.4.1)
- Added '/legacy' argument which can be used if you're loading the original leaked BF (#62) (hogsy)
- Fixed memory alloc error message displaying requested block size incorrectly (bc4cdc1) (hogsy)
- Fixed crash on script error caused by an invalid object (11086f2) (hogsy)
- Fixed crash when spawning into a level with BGE water (#65) (hogsy)
- Fixed a few possible collision related issues (ebb6866) (Droolie)
- Removed crash reporting utility due to abuse (hogsy)
2026-01-18 (v0.4.0)
Huge thanks to ShowinGrowin and solemnwarning for contributing to this release!
- Added an option to export models to Valve's SMD format (this currently excludes bones + animations). (hogsy)
- Added '/profile' argument; disables the fps cap on launch for profiling. (hogsy)
- Added '/uncap' argument; disables the fps cap, without enabling the profiling. (hogsy)
- Added crash reporter (solemnwarning)
- Migrated to SDL3. (hogsy)
- Editor no longer closes if there's an error with loading a big file. (hogsy)
- Updated some open/save dialogs in the editor to use the standard MFC dialog. (hogsy)
- Script error pop-ups are now an opt-in feature via '/popuperror'. (ShowinGrowin)
- Integrated ImGui for use as an in-game profiler. (hogsy)
- Made script error reporting more verbose. (hogsy)
- Big File to load can now be specified using '/bf'. (hogsy)
- Resizable window is now supported (hogsy)
- Editor is now available in release builds (hogsy)
- Disabled audio effects for now, due to their buggy implementation (hogsy)
- Fixed a number of potential buffer-overflows, which may improve stability (hogsy)
- Fixed script compiler randomly failing (https://github.com/hogsy/jaded/issues/53) (hogsy)
- Fixed cases where speed cap didn't work, again (https://github.com/hogsy/jaded/issues/13) (hogsy)
- Fixed the game appearing to run really quickly in some instances, even with the speed limit enabled (hogsy + solemnwarning)
- Fixed pixel-format setup sometimes resulting in a low-precision depth buffer (hogsy)
- Fixed missing audio in game mode (hogsy)
- Fixed an incorrect warning relating to sound initialisation. (hogsy)
- Fixed a possible error being thrown in relation to audio effects, due to uninitialized variable (hogsy)
- Fixed some memory-related crashes when running the release build. (hogsy)
- Fixed animation graph displaying when 3D view is no longer visible. (hogsy)
- Fixed floating panels in editor. (hogsy)
- Fixed an edge case where launching from a different working directory could stop the controller mappings from being picked up. (hogsy)
- Fixed crash when GLEW_EXT_framebuffer_object isn't available. (solemnwarning)
- Fixed AfterDisplay being called before BeforeDisplay in some situations. Not sure why they were doing this... (hogsy)
~ This also rectifies a flickering effect seen when switching transform modes in the 3D view
2024-02-10 (v0.3.0)
- Jaded will now launch directly into the game, use '/editor' launch argument to start with editor (https://github.com/hogsy/jaded/issues/8)
+ Added '/console' launch option, which will show an external console window for debugging/troubleshooting without the editor
+ Added '/width <value>' and '/height <value>' which can be used to force a specific width/height for the game window
~ Sound doesn't currently work outside the editor and some textures may display incorrectly
- Performance has been significantly improved with framerate cap enabled (https://github.com/hogsy/jaded/issues/10)
- Added error alerts on MAD file read failure
- Added shortcut under Help menu to submit a bug report
- Added some additional modifiers that weren't available before
- Added experimental support for PNG, PSD and GIF formats
~ In the next release, these will be converted to TEX on import instead, rather than the native support I've done here
- Fixed a regression that resulted in a crash when applying an OMD onto an object (https://github.com/hogsy/jaded/issues/37)
- Fixed crash when importing TGA using RLE compression (https://github.com/hogsy/jaded/issues/38)
- Fixed crash when exporting some skinned meshes
- Fixed crash when opening some worlds in the editor
- Fixed a crash that resulted from draw requests before certain elements were initialized
- Fixed crash if user attempts to list unused GAOs without loading world first
- Fixed memory leak in MAD exporter (https://github.com/hogsy/jaded/issues/27)
- Fixed invalid uses of GL_CLAMP instead of GL_CLAMP_TO_EDGE for texture wrap
- Bumped shadow-map resolution to 512 on request (please use sparingly for now, this needs optimising...) (https://github.com/hogsy/jaded/issues/36)
- If a resource fails to export, it will no longer abort the rest of the export
- Significant operations will now automatically display a notice in the log/console on completion
- Invalid visual error will only display once per object (https://github.com/hogsy/jaded/issues/30)
- Enabled support for audio effects (reverb, etc.); this depends on hardware support, or you can try using a wrapper
- Default export path is now relative to the current working directory (<dir>/exports)
~ You'll need to create the 'exports' directory if it doesn't exist, of course (or just choose a different directory)
- Clamped maximum MSAA samples to 4 for now, until we have a proper way to set this
- Removed DirectX 8 renderer (https://github.com/hogsy/jaded/issues/24)
- Removed P4 library dependencies
2023-07-23 (v0.2.0)
- Added support for anisotropic filtering (automatically used if texture is using mipmaps w/ max supported samples)
- Added 'legal.txt' that includes a disclaimer, and legal notices for other libraries we're using (or will be using)
- Fixed "Export World To Mad..." option causing a crash (https://github.com/OldTimes-Software/jaded/issues/2)
~ There appears to be a memory fault when exporting multiple times, will look into this for the next release
- Fixed several dozen potential buffer-overflows
- Fixed audio subsystem not initialising again until restart when switching between projects
- Fixed an issue with blurry textures resulting from very pessimistic assumptions about available VRAM/RAM
- Fixed a crash that occurred when attempting to clean up an object that wasn't loaded correctly
- Fixed additional flags (such as fur) getting cleared when opening material in editor (https://github.com/OldTimes-Software/jaded/issues/28)
- Fixed a case where the input handling would interpret a key as always being active, causing controller input to cease working
- Reintroduced script checks, but clicking 'Cancel' will now ignore the error and attempt to continue limping along (at your own peril)
- Bumped object limits in the intersection/collision system (https://github.com/OldTimes-Software/jaded/issues/20)
+ Rewrote how collision flags are handled, which should be marginally easier on the CPU (and so we can eventually move away from hard-limits)
- Removed "Perforce Refresh" option from Browser, given it's redundant now
- Removed warning on 3,000 tris / 5,000 vert for geometry per request (https://github.com/OldTimes-Software/jaded/issues/26)
- Changed some defaults for view in editor
+ Tris/obj warnings are now disabled by default
+ AfterEffects in editor are now enabled by default
- It's now possible to use both PCM and ADPCM formats in the same project (https://github.com/OldTimes-Software/jaded/issues/12)
- Simplified mipmap generation (works best if you have an OpenGL 3+ capable card)
- Introduced a new splash screen
- Translated internal exception warning to English
- Translated material-type names to English
- Additional assertions have been introduced to try and catch other faults, with better error handling in these situations
- Continued massaging in JADEFUSION changes
2023-04-19
- Introduced fix for ShiftUsingNormal flag using wrong variable for storage (thanks Droolie!)
WARNING: this will break materials using fur in the original leaked BF, to resolve please use Droolie's patched BF via the link below.
https://www.raymanpc.com/forum/viewtopic.php?t=75066
2023-04-13
- Changed drag-camera shortcut to use SHIFT instead of ALT, as ALT is causing problems (UNDONE)
2023-04-12
- Fixed spelling for dialog presented when closing world without saving
- Fixed 3D view displaying incorrectly if selection/toolbox dialog is not enabled
- Removed some redundant checks
- Disabled Perforce log
- Now using C standard stdint.h, rather than Ubisoft's own, given we no longer live in the dark ages
- Continued massaging in JADEFUSION changes (lightmap generation is partially in as of last release + other minor bits in this one)
2023-04-11 (big thanks to MaeDaGoof for help with testing and Droolie for additional fixes!)
- Fixed 3D View objects list not updating when it should
- Fixed an oversight with the group association function (thanks to Droolie!)
- Fixed paletted textures not working for DX8 renderer w/ some GPUs/drivers
- Fixed a potential issue with pixel format setup relating to MSAA
- Changed drag-camera shortcut to use SHIFT instead of ALT, as ALT is causing problems
- SSE optimisations are now used by the editor
- Bumped engine limits to match Droolie's fork
- Executable has been renamed, again, for the last time to "Jaded"
- Removed Perforce tool panels and eliminated Perforce-related requests
- Incorporated remaining changes from Droolie's fork to ensure compatibility with patch
2023-01-31
- Fixed pixel format failing to set for some GPUs (thanks to Nimitz for their help testing!)
- Fixed a crash that could occur after destroying and creating the GL context
2023-01-30 (big thanks to MaeDaGoof for help with testing!)
- Added support for MSAA and alpha-to-coverage if available (OpenGL only + disabled by default)
- Added a new "Anti Aliasing" option under 3D View Options
- Added shortcut for RayDevWiki under Help menu
- Fixed Prefab browser crash that impacted some folks when previews are enabled
- Fixed an issue with paletted textures under the Direct3D 8 renderer
- Fixed "Full Maximized" resulting in menus to no longer be visible, making it hard to switch back
- Fixed a possible issue that might arise when using the "Full Maximized" while a frame is already maximized
- Changed how 3D View "Full Maximized" works, so it behaves more like a borderless fullscreen mode
- Switched over to using GLEW for handling GL extensions
- A debug dump will automatically be generated, if possible, if and when the application crashes
(this won't catch *all* cases right now but I'll improve on it next time)
2023-01-22
- Added "Limit FPS" toggle under Engine menu
- Added more information to display upon saving a map (including time taken)
- Added some additional sanity checks for Preview pane in Prefabs browser
(unlikely to fix the crash some folks are having, but who knows)
- Fixed long save time when saving a world
- Fixed menu string for second "Save World" option
- Fixed missing icon for prefabs in browser
- Renamed editor executable to JadedEditor to avoid conflicts with other fan bug-fixes
- Disabled prompt if warnings are present in log (obnoxious and unnecessary imo)
2023-01-16
- Overhauled joystick input to use SDL2's game controller API instead of DirectInput
+ Fixed input issue when unplugging a controller at run-time
+ You can now unplug/plug a controller in during run-time to your hearts content <3
- Disabled FPS cap for now (will provide a toggle next release)
- Fixed a crash when attempting to open a different level from the browser while the engine is active
2023-01-15
- Enabled "Jade Fusion" clipboard toggle for material editor
- Cleaned up elements of the interface to display better with new common controls
- Continued removing Perforce integration
- Improvements to the "Run Engine (Speed)" option
+ Now automatically enables fog
+ Automatically sets 'Active Engine World' if necessary
+ Renamed so it's a little more obvious what it does; "Run Engine (Game Mode)"
(still not a perfect name, but to explain this will basically hide all editor-specific information and automatically set camera to engine)
- Fixed an exception that was thrown upon duplicating an object
- Fixed crash that occurred with prefab preview
- Fixed a crash that occurred in the last release when opening a material
+ This gave me an opportunity to clean up a lot of this, so generally it should be a lot more stable!
- Fixed error dialog when performing check on BF
- Fixed BF check displaying nothing for some invalid entries, now will display key if no valid name exists
2023-01-05
- Rotating and moving the camera around should no longer slow to a crawl, particularly with the browser open
- Introduced a rough FPS cap when running the engine within the editor
- Editor will now use newer common controls (i.e. more modern appearance)
- Started gradually scraping out Perforce code (will replace with a better solution in long-term)
- Fixed flickering with animation graph
- Fixed malformed strings in texture editor
- Fixed some issues with the OpenGL backend which could potentially cause issues w/ modern drivers
- Fixed missing key error by automatically setting it up on launch if it doesn't exist
- Fixed an issue with displaying paletted textures on some AMD GPUs / drivers
disclaimer: might incorrectly display some textures due to nature of fix, but I've not encountered any issues