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 GeneralInheritColorProfileInFullScreenMode is only taken into account when a D3D11 output API is explicitly selected (compatibility mode for old hw)
Introducing option GeneralExtFullscreenAttributes with attribute 'Fake' to enable fake fullscreen rendering
Enabling control tabbing + fixing tab-order for the CPL