(In cases of YAML syntax errors the config will fail to be loaded.) A single bad value in the shader patch.yml will no longer cause the entire config to fail loading.Fixed rain being too bright when bloom is enabled.Fixed loading screens being displayed incorrectly when HDR rendering is enabled by a map.Removing a common pitfall from Shader Patch. Removed the need for light bloom to be enabled ingame for effects postprocessing to be applied.(In some cases this is also not an issue as transparent surfaces never really need edge anti-aliasing.) OIT surfaces are not anti-aliased by MSAA but should no longer produce the old artifacts either. Enabled using OIT and MSAA at the same time again.Again, making it easier to maintain and make changes to. Refactored the way anti-aliasing and such is handled when effects are disabled.(Nothing new was added to it for this release however.) Making it much easier to maintain and make changes to. Refactored the effects postprocessing code.Added comments back to shader patch.yml.Added a (probably poorly named) pixel inspector developer tool.Allowing users to prevent the dreaded NaN boxes from showing up, Added way to workaround bugged cloth to the effects system.This point is before first person models are drawn and should reliably fix the sorting issues with those. Added another OIT resolve point to Shader Patch's code.If the game's text is too small for your tastes this option provides some ability to help solve that. (Without the cost of supersampling everything.) Added Supersample Alpha Test option, allowing you to brute force your way through aliasing on alpha cutouts/hardged transparent meshes.This allows rendering the game at lower resolutions than your desktop's resolution again. Note that the tools are unchanged in this release, see v1.4.1 for their download. However the features from the previews were not added to this release. The version number was bumped from v1.4 to v1.5 because a new modder feature was added. This does not include the features from the v1.5 previews. Direct3D Feature Level 11_0 or higher capable GPU.