Paint.NET 歷史版本列表
Paint.NET 是免費的圖像和照片編輯軟件運行 Windows 的個人電腦。它具有直觀和創新的用戶界面,支持圖層,無限撤消,特殊效果以及各種有用和強大的工具。一個積極發展的在線社區提供友好的幫助,教程和插件.它開始作為由微軟指導的本科學院高級設計項目開發,目前由一些最初從事這項工作的校友維護。最初意圖作為 Windows 附帶的 Microsoft Paint 軟件的免費替代品,它已經發展成為... Paint.NET 軟體介紹更新時間:2017-04-17
更新細節:
更新時間:2017-04-11
更新細節:
What's new in this version:
- Fixed a crash in the Magic Wand tool if it was used twice in a row with a selection mode other than Replace
更新時間:2017-04-10
更新細節:
What's new in this version:
- Improved the performance of the Brush tools when antialiasing is enabled
- Improved the quality of the Brush tools when antialiasing is disabled
- Fixed: Edit->Paste wasn't working with some images that came from Firefox
- Fixed: Improved the reliability of Image->Crop to Selection on 32-bit systems. Instead of crashing when it runs out of memory, it will just show an error
- Fixed: Reduced crashes when loading UI images caused by an unreliable Windows component ("System.ArgumentException: Parameter is not valid")
- Fixed: When manually checking for updates in the Settings dialog and the user didn't actually have the necessary security privileges, a crash might result instead of an error dialog
更新時間:2016-12-13
更新細節:
What's new in this version:
- Fixed "Missing api-ms-win-core-timezone-l1-1-0.dll" error that was being seen on some Windows 7 systems due to partial install or uninstall of Microsoft's Universal C Runtime
- Fixed the layout for the File->New, Image->Resize, and Image->Canvas Size dialogs in all known situations (various languages, DPI sizes, font configurations)
- Fixed: Old versions of PSD plugin couldn't load due to removal of PrivateThreadPool
- Fixed a crash when typing a negative number for a zoom level
更新時間:2016-09-13
更新細節:
What's new in this version:
- Fixed: The Rounded Rectangle shape's rendering was incorrect for some values of "Corner size"
- Fixed: Effects and Adjustments were crashing the app on systems with only 1 CPU core, or virtual machines configured for only 1 CPU
更新時間:2016-09-11
更新細節:
What's new in this version:
- New: Rounded Rectangle's corner size ("radius") is now configurable
- New: Overscroll can now be disabled from within Settings
- Fixed: The Zoom tool was broken in 4.0.10
- Fixed: Auto scroll will no longer engage overscroll. This prevents the image from shooting off in all directions when drawing on it or when making a selection.
- Fixed: Panning with the middle mouse button would sometimes be "sticky"
- Fixed: Effect rendering performance had significantly regressed in 4.0.10, by as much as 50%, on Intel CPUs with HyperThreading
- Fixed: Selecting the entire image and then using Zoom to Selection or the Zoom Tool would align the image in an awkward manner
- Fixed: In rare cases, Settings -> Plugin Errors was hanging the whole system (bug in WPF?). This UI is now implemented in WinForms instead of WPF
- Fixed: Some more high-DPI issues, especially when using multiple monitors with mixed DPI, or when using Remote Desktop
更新時間:2016-07-09
更新細節:
What's new in this version:
- New: The canvas may now be scrolled past the edge of the image
- New: When holding the spacebar, you may scroll using the keyboard arrow keys (in addition to click-and-drag panning). Holding Ctrl will scroll at 10x the rate.
- New: You can now hold Ctrl+Shift while clicking on the floating window icons in order to reset their location and docking. Ctrl+Shift along with the appropriate hotkey (F5, F6, F7, F8) also does the trick.
- Improved: The rate of auto-scrolling, which triggers when the mouse is at the canvas edge and a button is being held down, has been improved and is based on time instead of frames
- Improved: Fixed Size selection drawing now defaults to 400x300 pixels instead of 4x3 inches
- Improved: Tooltips for Custom Shapes now include their file system location
- Improved: Edit->Invert Selection should perform much faster when used with unmodified selections from the Magic Wand tool
- Improved: When running within VMWare, "Hardware accelerated rendering" is disabled by default (Microsoft's WARP is faster than VMWare's D3D emulation)
- Fixed: Erratic brush/pencil drawing when running within VMWare (this is caused by a bug in Win32's GetMouseMovePointEx API, and is not actually limited to VMWare)
- Fixed: Color Picker tool could crash if used at the bottom of the image
- Fixed: There was a glitch in the Gradient tool's rendering when dx was equal to dy
- Fixed: The Layers window would sometimes auto-scroll the active layer to the bottom when performing certain operations
- Fixed some mouse cursor glitches when using panning using the spacebar
- Fixed many glitches and a few crashes in the image size dialogs (File->New, Image->Resize, Image->Canvas Size)
- Fixed a problem with inconsinstently skipped input when using the arrow keys to move tool handles
- Fixed: Custom Shapes did not always have the correct bounding box, and would have weird behavior as a result
- Fixed: Line/Curve handles were unusable for up to 500ms after adjusting properties in the toolbar
- Fixed some crashes and soft hangs in the Save Configuration dialog
- Fixed a blemish at the top of the main window when Windows is set to 200% DPI
- Fixed: There were some precision bugs with IndirectUI sliders that would cause them to get "stuck" at certain values (mostly affects effect plugins)
- Improved: IndirectUI's Angle Chooser control now supports the DecimalPlaces property (for plugins)
- Improved: IndirectUI's Slider controls now support all-negative ranges (e.g. [-200, -20])
更新時間:2016-01-08
更新細節:
What's new in this version:
Debugger:
- The new debugger features a live disassembly view and allows developers to debug games way easier than before while being very useful feature in assisting the debugging of games which aren't working properly. Its main purpose is aiding in game hacking, translation patches for example list of Keyboard shortcuts for the debugger functions can be found at docs/debugger.txt
Folder memory cards:
- The new Folder memory card feature allows users to easily share single game saves instead of the whole memory cards by simply sending the folder of the specific game. This method also allows easier backup of the save files and allows deletion of game saves without even going into the PS2 bios or the game. You even convert your older memory cards to a folder using the built-in convert feature!
- Another neat advantage is that it provides unlimited storage capacity for save files as games will only see their own saves and the rest of the perceived 8MB memory card as free space. This allows you to create as many saves as would fit onto a whole empty memory card in a single game, without concerns about leaving enough space for other games or ever running into the problem where you start a new game and only later realize you don't have enough free space on the memory card to save, and without the incompatibility issues of emulating bigger third party memory cards.
EE Overclock:
- You can now manipulate the EE Cyclerate to overclock and underclock the Emotion Engine's R5900 Core CPU clock speed, The negative values on the slider allow you to reduce the clock speed and conversely the positive values effectively increase the clockspeed.
Recompiler Improvements and Core Refactors:
- GIF: Better Handling for Finish Interrupt request signal
- MicroVU: General Improvements
- SIF: Limit/Mask transfer size to 1mb-16bytes
- VIF: Better handling of IRQ and MFIFO Timing improvements
- EE Interpreter: Improved TLB miss exception handling
Support for loading Gzip and CSO compressed ISO's:
- PCSX2 can now directly load compresed ISO images, so you can save your precious HDD space!
GSDX
Programmable blending to reproduce GS blending unit output:
- The source of the issues on GPU blending unit is due to the fact that the raster operations pipeline (ROP) differ from the GS and the GPU which means that the GPU ROP's don't support the equations which are supported by the GS ROP's and hence it leads to wrong blending which causes situations like horizontal black lines or missing effects on some games.
- Hardware implementations are usually limited to only a subset of all possible equations. A software implementation based on a CPU (such as a shader) would be able to do any operation at the cost of performance.
- The new option (Blending Unit Accuracy), which is an OpenGL renderer exclusive, moves the computing of the ROP to the shader. This way it is more accurate but considerably slower. You can try different levels of the option "Blending Unit Accuracy" to check out the impact on the accuracy and performance.
Improved CRTC output size handling:
- There were few rare cases on games running at NTSC video mode where the detected frame buffer height was too large and eventually caused the whole screen to have a weird format with unexpected bottom black bars on the screen. A few games which suffered similar issues are Skyrunner, Devil may cry 3, Tribes: Aerial Assault. This eventually got fixed by proper saturation limit for height in case of NTSC video mode.
Software renderer improvements:
- Silent Hill outputs a nan in Q to emulate the flashlight - an unsupported NaN (not a number) on the projection value (Q). Gregory used an isnan test to find such instances and emulate the flash light effect. Gabest later decreased the speed impact by using inlined ASM. Fixes Flash light effects on Silent Hill 3.
- Better texture size management in software mode, fixes Horsez and Stolen memory issue and also lowers memory usage in general.
- Better handling of textures addressing outside the limits by extending the cached texture size to the upper limits of the region clamp values: Fixes Lupin the 3rd
Accurate destination alpha testing:
- Better behavior to replicate one of the GS functions where the Graphics Synthesizer can discard a pixel based on the destination output. In order to emulate this function properly you need in-order RW texture. Unfortunately standard GPU only has either an in-order RO texture or an out-of-order RW texture, to circumvent around this limitation accurate date implements a two pass algorithm to implement the effect. The 1st pass searches the valid primitive ID and the 2nd pass will do the draw based on the previous pass.
Improved read of depth / color:
- A standard GPU has separate textures for the color and the depth information. The GS doesn't enforce such separation between color/depth information. So it is allowed to read depth as color or write color into depth. You could even write depth in the color render target. It is used for effects such as "depth of field". The new option "Hardware depth", which is an OpenGL renderer exclusive, allows to convert depth/color into color/depth respectively. Now you can enjoy accurate reproduction of such effects. However these conversions require additional resources from your GPU which might gradually decrease performance in cost of accuracy.
SPU2-X
Per channel volume adjustment:
- A.K.A Room Correction. This feature is present in the control panel of some audio chips, but often enough, the settings that work well for the system in general, don't match the settings that you prefer for emulated games, due to the intrinsic differences of the emulated machine.
- It does exactly what it sounds like: lets you adjust each output channel independently, to compensate for things such as distance of the speakers to the chair, or to emphasize the vocals (center channel) or the surround sound (side/back channels) when the game's balance is not fully to your liking.
- You'll find the values hidden in the SPU2-X.INI file, under the MIXING section (VolumeAdjust series of keys). The values are in decibels, which means writing 1 in one of the volumes will make the amplitude 10x larger, 2 will blow it up to 100x, and -1 will make it 1/10th of the original. Smaller values in the range of -1 to 1 are recommended for testing, as it's easy to cause unwanted clipping in the output.
Time Stretcher:
Improvements to tempo adjustments:
- Previously latency values higher than 200ms will make the stretcher adjustments overshoot the target
- equilibrium back and forth, in effect never stabilizing. This bug was fixed by lowering the tempo adjustments to avoid potential overshoots on bigger buffers.
- The latency slider will now allow a minimum value of 15ms. Providing choices of choosing from values between 15 to 29ms on the slider.
GUI:
Configurable template on GSFrame titlebar:
- There was some discussion among the users about the elements which should be displayed on the title bar of the rendering window, some of them disagreed with the placement of the elements and suggested to replace them in different order and have certain elements prioritized. While our users opinions are respected, all of them had very different ideas and it was impossible to satisfy everyone. Hence a consensus was never reached.
- So Avih decided to create a general template system to allow customization of the elements on the title bar. The following template is located in the inis_1.4.0/PCSX2_ui.ini file though lacks a user interface for easier customization.
Revamped Core and GSDX plugin dialogs:
- The Core and GSDX dialogs have undergone quite a deal of changes like converting the three-state checkboxes to a combobox, inclusion of tooltips on GSDX dialogs and further simplification / categorization which eventually lead to the Shader configuration dialog which includes all the Shader based options. (Shade Boost , FXAA , TV Shader and External shader) on the core side, there was a recent WX update from 2.8 to 3.0 which eventually caused a few issues but all of them got fixed eventually by our WX Expert Turtleli and there has also been support for DPI scaling added for all the dialogs. The Emulation settings dialog has also been changed slightly to be more consistent with the Linux GUI.
更新時間:2016-01-05
更新細節:
What's new in this version:
- No longer supports versions of Windows older than Windows 7 SP1
更新時間:2015-12-31
更新細節:
What's new in this version:
- Fixed: The Line/Curve tool was crashing when drawing vertical lines of particular lengths.