Dreamcast Conversion Update 11 public beta test

Changelog (incomplete)

General changes
All levels and models are now loaded from external files in the mod's system\data folder
All models replaced in the mod have been re-exported from the original game with reworked transparency fixes
All Adventure Fields, boss battles and the majority of Action Stages have been re-exported from the original Dreamcast game with new transparency and collision fixes
All ingame models with vertex colors (from <10 up to ~120 in every level) have been replaced with their Dreamcast counterparts, which resulted in improved visual and lighting accuracy to the original game - over 800 SADX models are now replaced in the mod
All stray material colors in the entire (visible) game have been fixed to match the Dreamcast version

Mod structure changes
The "Extra" option in SET Layout Fixes has been removed, and the "Normal" SET Fixes are now the default option
The "Off" option in SET Layout Fixes has been replaced with a separate option "Use original Dreamcast SET files"
Added a config toggle for white diffuse (leave it enabled for a Dreamcast-like look)
The mod has been thoroughly reworked to use a less hardcoded system for texture and UV animations
All "SetClip" functions from SADX have been disabled to avoid interfering with Dreamcast levels
The levels now use custom material/COL flags to tell the mod which models need transparency fixes, alpha rejection fixes, white diffuse etc.
The models for a specific stage now load when that stage loads - this makes the mod start up a bit faster at the cost of slightly longer title card display

Branding/title screen changes
The title screen code has been rewritten to use the game's native functionality where possible and optimized to reduce disk access
The title screen transition is now faster and doesn't lag during the crossfade
The transition between Options and File Select screens is now a lot less awkward

Miscellaneous changes
The Light Speed Dash distance hack has been toned down to avoid various speed-related issues
Item capsules (including the "air" version) now render much better
Fixed transparency issues involving Metal Sonic's afterimage effect
Improved the look of Master Emerald shards (but with disabled transparency) in Knuckles' stages
The animals now use their original Dreamcast models and animations when not in a Chao Garden
Reworked the transparency fix for shields in Zero, Gamma and other E Series robots
Applied lighting fixes to some UV-less meshes to match their looks in the original game
Fixed some animation errors with common objects (such as dash pads)

Cutscene fixes
The helicopter in Sonic's first cutscene now renders correctly
Chaos' puddles now render much better in several cutscenes
The cars now load properly in the cutscene before the Egg Walker battle
The camera transition after Sonic's Light Speed Dash cutscene in the sewers is no longer awkward
Fixed a number of transparency issues with Master Emerald pieces and light rays in various cutscenes
Several other objects (Chaos Emeralds, Tornado 2 pre-transformed) now render much better in cutscenes
Gamma uses the proper hover animation and is no longer stuck after landing in some Egg Carrier cutscenes
Fixed several issues with Sonic's jumps in the cutscene where he follows Eggman escaping from the Egg Carrier
Restored Sonic's pose when he lands at the start of the Egg Viper cutscene

Station Square
Added more transparency fixes for level and object models (pool chairs/parasols)
Fixed fadeout of the breakable fence (OMSaku) in Gamma's version of the stage
Fixed an animation error with car wheels
Fixed an error with the original game's sea model overlapping the bottom of the hotel pool
Various palette selection fixes for level and object models

Egg Carrier
The EGGMAN buttons that unlock the Chao Garden now look identical to their Dreamcast counterparts
Added a collision model from SADX around the transporter
Fixed various minor transparency issues around the level
Improved the look of the glass table in Eggman's room
Fixed material colors/palette selection on various objects
Lighting/material fixes for Egg Carrier NPC models
Transparency fixes for some objects (crashed Tornado 2)
Replaced the Egg Carrier model used in the transformation scene
Some UV-less level models have had UVs ported from the SADX version of the level for better visuals
Repositioned Gamma's Laser Scope upgrade that was previouly misplaced
Fixed the water in the water reservoir room to render above Gamma's upgrade
The Chao Garden transporter effect looks a bit more vibrant now (better queue flags)

Mystic Ruins
Improved the look of the Master Emerald and its glow
Improved transparency handling in the jungle area
Fixed some minor transparency and lighting issues with level models (e.g. the light above the door at Tails' workshop)
Reworked the collision fix in Tails' workshop
The sill of Tails' workshop was using a wrong texture and SADX vertex colors - this is now replaced properly
Added a collision model to the pond that turns on in Mission Mode when playing as Amy
Reworked the Final Egg base fix - the model should look much better now, including the glass corridor
Restored several SET objects at the MR base that were removed previously
The fire/glow effect that shows up when Knuckles unlocks Lost World now fades in and out
Fixed transparency on the Ice Cap door
Restored several objects (Wind/Ice Stone) that weren't replaced properly in previous versions of the mod
The glow of "goal" emeralds in Windy Valley, Ice Cap and Casinopolis is now replicated 1:1

Past
The reflections around the altar now look more like their Dreamcast counterparts
The underwater parts of palms around the altar now render properly
The stairs in Echidna City are now SET objects like in the Dreamcast version (but with improved clipping distance)

Emerald Coast
Various small material/lighting fixes (e.g. crashed proto plane)
The glass thing at the end of Act 1 now renders a bit cleaner

Windy Valley
Fixed a number of transparency issues involving various objects, such as fans
Act 3 has been reworked to render the paths with minimum alpha rejection
Fixed a code error in SADX causing dandelion fluff to move too fast in Act 3
Fixed a stuck dandelion seed that appeared at some camera angles
Fixed a collision issue with the breakable wall

Twinkle Park
Added extra collision in Act 1 from the SADX version of the level
Fixed a number of transparency issues involving Twinkle Park and Twinkle Circuit objects

Speed Highway
Added collision data from the SADX version of the level at the beginning of Act 1 to prevent clipping through the road at high speed
Reworked Act 3 window transparency and fountain fixes
Fixed various issues with objects that have glowing lights
Improved the look of the helicopter light

Red Mountain
Reworked the clouds transparency fix so that various ingame effects can overlap them properly

Sky Deck
Reworked the misrotated debris fix to use original Dreamcast models
Fixed several animation-related issues with various objects, including some unused objects (will be used in another mod)
The mod now detects whether the sadx-d3d11 mod is loaded and enabled metal struts' transparency

Lost World
The ceiling lights in the snake room now look identical to the Dreamcast version
Improved the look of the wall panels in Act 2 when they light up
The "dust" effect that appears when the wall panels light up is now identical to the Dreamcast version
Restored some more grass models that were edited in SADX
The small fire particle is now scaled the same way as in the original game
Restored the unused AokiSwitch model with support for multiple instances (used by another mod)

Ice Cap
Fixed some minor transparency issues with various objects
Resolved underwater collision issues in Big's level by copying over water collision from the SADX version of the level

Casinopolis
The yellow decoration (OTDenki) now renders properly
Removed duplicate yellow decoration object from the SET file
Fixed all water collision fixes in Act 1 and reworked the water under the ship on the second floor
Transparency improvements for ONeonK and the Cowgirl
Improved the look of Ideya caps
Added missing UV animations that are supposed to play when Sonic is about to be transported to a pinball stage
Fixed fadeout flickering with onscreen text in NiGHTS pinball
Restored several minor objects that weren't included previously
Fixed some draw distance related artifacts in NiGHTS pinball level

Final Egg
Lots of new transparency fixes for level and object models
The plasma cylinder (OTatekan) should now look identical to the Dreamcast version
Improved draw distance for plasma objects (OTatekan/OTexture) so that they don't pop in too late
The light under the floor in Amy's puzzle room now renders better
Fixed transparency/materials on several camera/light objects, which should now look identical to the Dreamcast version
Fixed an animation issue with the fans in Act 3

Hot Shelter
Improved the look of the blue lights when they are behind a glass surface
Lots of transparency fixes for level and object models
The breakable flasks/bulbs at the end of Act 1 now render much better
The glass floor in Amy's puzzle room and the lights underneath it now render without clipping or missing faces
Restored an unused lightning box model (used by another mod)

Subgames
The Hedgehog Hammer room has been copied over from the DC version
All Twinkle Circuit tracks have been copied over from the DC version
Fixed several lighting differences with Sky Chase enemy models and restored more models
The blue beam that shoots down the Tornado now renders above the clouds for better visuals

Bosses
Police car spotlights in Chaos 0 now look a lot closer to the original game
Police car lights (that get brighter when you look at them) now look more like the original game
Chaos' puddles in Chaos 0 and Chaos 2 now render without missing faces
Fixed a number of transparency issues with Chaos 2, which now looks a lot closer to the original game
Improved the look of the chandelier and its light in Chaos 2
Several transparency fixes for Chaos 4 level models
Added a workaround to render Chaos 4 above or below the water depending on its Y position
Improved the look of Chaos 6, which now has a lot less transparency problems
Fixed a glitchy frame in Chaos 6's walking animation
Made visible the moving underwater layers in the Perfect Chaos level
Fixed/improved the looks of several Chaos' attacks in Perfect Chaos
The missile in Egg Walker no longer has missing faces
The fire in Egg Walker no longer flickers when it's supposed to fade out
Fixed Eggman not being visible behind the glass in Egg Viper cockpit
The dust effect at the bottom of the Egg Viper level now looks a lot closer to the original game
The lighting effects in Egg Viper are now more accurate to the original game
Fixed many transparency issues involving attacks/effects in Zero and E101R boss fights
The electric barrier effect in Zero now fades in/out depending on whether the barriers have just appeared/exploded

Chao Gardens
The skybox replacement in the Egg Carrier garden has been reworked to be more accurate to the original game (though the UV fix is still there)
Garden transporter effects now render a bit better
Some object replacements (such as the Chao Race door) have been reworked to use original Dreamcast models instead of edited SADX models