See the end of this file for known issues. DD Mmm 20 - 1.53 add: r_alphaToCoverageMipBoost <0.0 to 0.5> (default: 0.125) boosts the alpha value of higher mip levels with A2C enabled, it prevents alpha-tested surfaces from fading (too much) in the distance chg: cl_aviFrameRate now defaults to 60 chg: the Windows audio output now has a sampling rate of 44.1 kHz with this, /video won't have issues with cl_aviFrameRate 60 anymore chg: with r_backend GL3, depth fade with MSAA now requires GLSL 4.00 at a minimum depth access is now correctly multi-sampled (less aliasing) and performance has improved as well chg: with r_backend GL3, alpha to coverage now requires GLSL 4.00 at a minimum fix: /video produced .avi files that started with silence when they were not first in the sequence fix: with r_backend D3D11, some device reset scenarios caused fatal errors instead of video restarts fix: CVar slots that have been freed (e.g. through unset/cvar_trim/cvar_reset) can now be re-used fix: with alpha to coverage enabled, high r_picmip values should longer cause alpha-tested surfaces to become transparent in the distance (e.g. q3wcp14 corridor floors) fix: with r_backend GL3, shader uniforms caching could break with fog-only shaders fix: with r_backend D3D11, partial clears incorrectly affected entire render targets example: black views in CPMA multi-view with r_fastsky 1 01 Jun 20 - 1.52 add: FreeBSD x64 support add: r_backend (default: D3D11 on Windows, GL3 otherwise) selects the rendering back-end GL2 - OpenGL 2.0 minimum, OpenGL 3+ features used for r_msaa GL3 - OpenGL 3.2 minimum, OpenGL 4+ features used for faster geometry upload, compute shaders, etc D3D11 - Direct3D 11 hardware feature level 10.1 minimum, feature level 11.0 for compute shaders r_backend | GL2 | GL3 | D3D11 feature avail. | | | -----------------------|--------|--------|------------------- MSAA | GL 3.0 | always | always MSAA centroid sampling | never | always | always depth fade | never | always | always alpha to coverage AA | never | always | always dithering | never | always | always GPU mip-map generation | never | GL 4.3 | feature level 11.0 add: r_depthFade <0|1> (default: 1) enables depth fade rendering this helps explosions, smoke, blood, etc. not having "sharp edges" when intersecting geometry add: r_alphaToCoverage <0|1> (default: 1) enables alpha to coverage anti-aliasing A2C AA can only work if MSAA is enabled (i.e. r_msaa > 1) it is used to super-sample all fragments of alpha-tested surfaces add: r_dither <0|1> (default: 0) reduces color banding artefacts by adding noise add: r_ditherStrength <0.125 to 8.0> (default: 1.0) controls the amount of noise added by dithering add: r_gpuMipGen <0|1> (default: 1) enables GPU-side mip-map generation this helps improve map load time (less to upload) and image quality (see r_mipGenGamma, r_mipGenFilter) add: r_mipGenGamma <1.0 to 3.0> (default: 1.8) specifies the gamma space in which the textures are stored r_gpuMipGen 1 is required it should be closer to 2.4 but defaults lower to not break the looks of some things (e.g. cpm3a tele) while 1.0 will preserve the original engine's look, higher values will preserve contrast better add: r_mipGenFilter (default: "L4") specifies which filter window is used to generate mips r_gpuMipGen 1 is required the numbers specify the "radius" of the window filters r_mipGenFilter L4 = Lanczos r_mipGenFilter L3 = Lanczos r_mipGenFilter BL = Bi-linear r_mipGenFilter MN2 = Mitchell-Netravali (B = 1/3, C = 1/3) r_mipGenFilter BH4 = 3-term Blackman-Harris r_mipGenFilter BH3 = 3-term Blackman-Harris r_mipGenFilter BH2 = 3-term Blackman-Harris r_mipGenFilter T2 = Tent (1/3 2/3) -> same as the CPU version (r_gpuMipGen 0) add: r_frameSleep <0|1|2> (default: 2) selects the frame capping mode r_frameSleep 0 = forced OFF (when V-Sync is enabled) r_frameSleep 1 = forced ON (when V-Sync is disabled) r_frameSleep 2 = automatic (detects V-Sync status) this only applies to OpenGL rendering back-ends for Direct3D 11, the behavior is always equivalent to "automatic" the new default mode fixes the V-Sync stutter from previous releases add: r_gl3_geoStream <0 to 4> (default: 0) sets the geometry upload strategy r_gl3_geoStream 0 = decide automatically r_gl3_geoStream 1 = BufferSubData r_gl3_geoStream 2 = Map Unsychronized r_gl3_geoStream 3 = Map Persistent when possible, else automatic r_gl3_geoStream 4 = AMD pinned memory when available, else automatic this only applies to the GL3 rendering back-end add: r_d3d11_syncOffsets <0|1|2> (default: 2) synchronizes vertex buffer offsets r_d3d11_syncOffsets 0 = split buffer offsets (more data transferred) r_d3d11_syncOffsets 1 = sync'd buffer offsets (more API calls) r_d3d11_syncOffsets 2 = decide automatically this only applies to the D3D11 rendering back-end add: r_d3d11_presentMode <0|1> (default: 0) sets the Direct3D presentation mode r_d3d11_presentMode 0 = blit + discard r_d3d11_presentMode 1 = flip + discard when available, else blit + discard about the 'flip + discard' presentation mode: - Windows 10 is required and tearing must be supported - it should help performance by sharing buffer data (less copying) - it allows for V-Sync to be disabled with variable refresh rate displays - performance issues were observed on some machines, so it's off by default add: r_khr_debug <0|1|2> (default: 2) decides whether to create an OpenGL debug context r_khr_debug 0 = forced OFF r_khr_debug 1 = forced ON r_khr_debug 2 = only in debug builds add: r_rtColorFormat <0|1|2> (default: 0) selects the color format for render targets r_rtColorFormat 0 = R8G8B8A8 r_rtColorFormat 1 = R10G10B10A2 r_rtColorFormat 2 = R16G16B16A16 higher color bit depths help reduce color banding add: r_lightmapGreyscale <0.0 to 1.0> (default: 0) controls the level of color desaturation in the lightmap r_lightmapGreyscale 0 = full color (nothing done) r_lightmapGreyscale 1 = completely monochrome add: r_transpSort <0|1> (default: 0) selects the transparency sorting mode r_transpSort 0 = sort dynamic transparent surfaces r_transpSort 1 = sort all transparent surfaces the drawback of r_transpSort 1 is that gameplay legibility might suffer and results might look quite inconsistent based on the view angles and surface dimensions example: dropped items in the cpm18r acid with cg_simpleItems 1 add: global shader directive q3map_cnq3_depthFade enables depth fade rendering scale is the depth range over which to fade the currently rendered surface bias is a value added to the currently rendered surface's depth, positive goes towards the camera whether this is enabled is decided by r_depthFade (must be 1) and r_backend (can't be GL2) depth writes must be disabled in all stages (no shader stage can use the depthWrite directive) the blend mode (blendFunc) must be the same for all stages and must be one of: (one, one) (src_alpha, one) (one_minus_src_alpha, one) (dst_color, zero) (zero, src_color) (src_alpha, one_minus_src_alpha) (one, one_minus_src_alpha) add: r_mapBrightness now works on q3map2's external lightmap atlas images add: the renderer can now batch surfaces with different (but sufficiently similar) shaders this new optimization works with the output of "Frozen Sand Particle Studio" add: /modellist /skinlist /imagelist /shaderlist can now filter results with pattern matching chg: improved the map download initiation logic and updated the CNQ3 map server addresses chg: increased the small zone allocator's size from 512 KB to 4 MB (1 MB in the dedicated executable) chg: dynamic lights now use a different fall-off curve to create softer edges chg: reverted an old change to the Escape key handling for cgame this fixes demo playback behavior in CPMA, which enables custom binds after pressing Escape once chg: searching for valid sample counts for MSAA in GL2 and GL3 instead of failing right away chg: switched away from stb_image for .tga file loading and now using an updated version of the old code this lowers the chances of a fatal error from the zone memory allocator when reading large images chg: SSE2 instruction set support is now required chg: removed FreeType 2 and the unused R_REGISTERFONT syscalls that were using it chg: removed light flares and all related cvars (r_flare*) chg: r_textureMode (default: "best") is now latched and only supports 2 modes: r_textureMode GL_NEAREST = LEGO(R) mode - nearest-neighbor filtering for a subset of surfaces r_textureMode anything else = normal mode - the engine picks the most appropriate filters chg: removed the following CVars: r_measureOverdraw, r_nobind, r_showImages chg: r_speeds is no longer cheat-protected it now also reports more precise timings, V-Sync status, GPU time and the selected back-end chg: using the roundss SSE4.1 instruction for inlining floor and ceil syscalls when possible chg: improved face and grid processing performance with SSE2 chg: r_lightmap is now latched again the implementation is now more correct and will apply to all surfaces referencing a lightmap it now also supports surfaces referencing q3map2's "external lightmap" atlas images chg: r_fullbright is now latched again it now also supports surfaces referencing q3map2's "external lightmap" atlas images r_mapBrightness is now used by r_fullbright for lightmapped surfaces when r_vertexLight is 0 chg: negative r_swapInterval values will request adaptive V-Sync when using an OpenGL back-end fix: the engine could crash due to render command list overflows fix: made more keys bindable on Linux/FreeBSD and /bind now accepts uppercase hex digits fix: removing CVars through unset/cvar_trim/cvar_restart could leave data in an invalid state fix: r_detailTextures 0 would mess up shaders where "detail" was used in a stage that isn't the last one fix: dynamic lights could incorrectly stop applying to moving entities (e.g. cpm25 elevator) fix: crash due to lack of memory for the sound system fix: incorrect shader state when loading a map with no lighting fix: fog-only non-sky shaders were incorrectly handled as sky shaders, which broke fog on many maps fix: r_monitor on Linux/FreeBSD is now 0-based and the value doesn't change incorrectly on its own anymore fix: when a latched cvar's value is set to its default, the cvar is no longer marked as changed fix: broken face normals get fixed up on map load, which helps with dynamic lights (e.g. industrial) fix: classes of transparent surfaces (sprites, beams, etc) now get drawn in the right order fix: dynamic lights can now affect transparent surfaces and double-sided surfaces on both sides fix: dynamic lights no longer "reveal" the diffuse texture when r_lightmap is 1 fix: incorrect image flags for various things (clamp mode, mip generation, anisotropic filtering, ...) 31 Mar 19 - 1.51 add: now showing the cvar's current and latched values in the help panel add: new console and chat keyboard shortcuts Ctrl-left/right arrow | move caret to previous/next word Shift-left/right arrow | move caret to previous/next argument add: new console keyboard shortcuts Ctrl-I | insert cvar's current value Ctrl-D | insert cvar's default value add: demo recording status query extension for CPMA 1.52+ add: /cvar_add to add a number to a cvar add: /cvar_mul to multiply a cvar by a number add: /unset to remove a user-created cvar add: /setempty to set a string cvar to an empty string add: /toggle can now accept a value sequence (2 or more entries) to loop through syntax: /toggle [ [value3]..] if the cvar's current value is in the sequence and not in the last spot, the next one is used otherwise, the first value in the sequence is used chg: r_lodCurveError <250.0 to 10000.0> (default: 2000) is now archived and no longer cheat-protected chg: multi-monitor support improvements add: /monitorlist will print all detected monitors and the indices to use with r_monitor chg: the monitor list now gets updated during video restarts and calls to /monitorlist chg: Linux | r_monitor is a 0-based index and monitors are sorted top-to-bottom, left-to-right fix: Windows | the Windows + shift + left/right arrow key shortcuts should be usable now chg: bundling lightmap tiles into texture atlases for improved rendering performance chg: faster map loads by limiting the rendering back-end's frame-rate chg: on Windows, the upper limit of open stdio file handles was raised from 512 to 2048 fix: the presence of .shader files outside of PK3s no longer triggers a drop error fix: shader stage collapsing was happening in cases where it would yield incorrect results fix: map download improvements add: using numeric addresses as fallbacks in case DNS resolves fail chg: made connections non-blocking so the engine won't freeze for long when starting a download chg: writing to $(fs_homepath)/baseq3 instead of $(fs_basepath)/baseq3 fix: only using valid (TCP/stream) addresses from getaddrinfo fix: setting send time-outs so the engine can't freeze indefinitely fix: creating the destination directory when it doesn't already exist fix: the file name suffixes generated by /dlmapf would often repeat due to a constant seed fix: the last byte of a maximum length bitstream string wasn't parsed ("q3msgboom") fix: aborting demo playback would crash when the "nextdemo" cvar was set to play a demo fix: no longer feeding cs commands that came from a previous gamestate to cgame example in CPMA: "/map cpm22" -> "/cv map cpm25" -> elevator sound was broken fix: on Windows, could sometimes click outside the engine's window in raw mouse input mode fix: when r_msaa was in the range [2, 16], the requested sample count was always 4 fix: /video and /stopvideo fixes chg: /video can only be used during demo playback fix: broken audio in the output files fix: properly named file sequences fix: using a better supported video codec (FourCC 0x00000000) for raw BGR output fix: broken raw video output when r_width wasn't a multiple of 4 fix: /stopvideo no longer leaves sound output broken for a while after stopping fix: /cv and /callvote map auto-completion was disabled after cgame was shut down at least once 12 Feb 18 - 1.50 add: on Windows, "/crashreport:yes" and "/crashreport:no" command-line arguments they enable the crash handler's quiet mode (no dialog window will be shown) add: the fs_restart command to manually restart the file system chg: the client executable will now write to q3config.cfg on exit chg: even lower CPU usage when minimized chg: during id downloads (cl_allowDownload -1), the time-out is 5 seconds instead of cl_timeout chg: the "nextdemo" cvar is now also used when playback stops before reaching the demo's end chg: mouse motion is no longer forwarded to the mod when the console is down chg: with 2+ monitors, having the console down will always disable input grabbing chg: on Windows, a fatal error will move the early console window to the foreground chg: com_hunkMegs doesn't have a maximum value anymore a value too high would reset it and the engine might fail to load with the default value fix: broken pk3 files could cause crashes (entry names too long) and mess up the FS fix: using /demo when running a listen server would load the map and then abort playback fix: no longer making local copies of all the system info cvars of the current server this avoids undesired local changes to cvars such as sv_pure fix: now updating the FS (connected to pure server, pak references) on client disconnects fix: the condump command was truncating its file path argument to 64 characters fix: "timedemo" playback runs at full speed again fix: on Windows, when unfocused, the client would always sleep 5+ ms regardless of com_maxFPS fix: conditional FS restarts will always re-order the pak list when connected to a pure server fix: lifted the directory scanning restriction that affected pure listen servers fix: getting stuck on "Awaiting snapshot..." when the server shuts down during client connection fix: demo playback would crash when delta entities/players had an invalid field count fix: strcpy calls with overlapping buffers (undefined behavior), which were responsible for the "chars.h not found" / "couldn't load any skills" issue preventing bots from being added fix: on Linux, the 'Z' and '9' keys could not be bound fix: cl_allowDownload 1 failing on "connect" (error 10047 on Windows) fix: cl_allowDownload 1 was using the current directory instead of fs_basepath fix: jitter due to snapshots piling up with the same server timestamp for loopback and LAN clients fix: the Windows crash handler would incorrectly consider certain exceptions as fatal 07 Jan 18 - 1.49 add: color cvars for console customization con_colBG (default: "101013F6") - console and help panel background con_colBorder (default: "4778B2FF") - the console and help panel borders con_colArrow (default: "4778B2FF") - console backscroll arrows con_colShadow (default: "000000FF") - text shadows con_colHL (default: "303033FF") - auto-completion highlight (see con_completionStyle 1) con_colText (default: "E2E2E2") - normal text con_colCVar (default: "4778B2") - cvar names con_colCmd (default: "4FA7BD") - command names con_colValue (default: "E5BC39") - cvar values con_colHelp (default: "ABC1C6") - help text add: con_drawHelp (default: 1) controls the help panel displayed below the console 1 - enables the help panel 2 - draws the help panel even if the current cvar/cmd has no help text 4 - draws the list of modules the current cvar/cmd belongs to 8 - draws the list of attributes of the current cvar add: r_blitMode <0|1|2> (default: 0) selects the upscale mode used by r_mode 1 r_blitMode 0 = aspect-ratio preserving (black bars if necessary) r_blitMode 1 = no scaling, centered r_blitMode 2 = full-screen stretching (no black bars) add: cvar_trim command to remove all user-created cvars add: with compatible mods, drop and disconnect errors will be displayed in the UI add: s_autoMute <0|1|2> (default: 1) selects when the audio output should be disabled s_autoMute 0 = never mute s_autoMute 1 = mute when the window doesn't have input focus s_autoMute 2 = mute when the window is minimized add: cl_matchAlerts (default: 7) lets you know when a match is starting 1 - when unfocused (otherwise only when minimized) 2 - flash the task bar (Windows only) 4 - beep once (Windows only) 8 - unmute (temporarily overrides s_autoMute) add: new commands to take screenshots with the console hidden screenshotnc for TARGA (.tga) images screenshotncJPEG for JPEG (.jpg) images they will be used for end-game screenshots by compatible mods like CPMA 1.50 add: in_noGrab <0|1> (default: 0) disables input grabbing add: bindkeylist command to print all bindable key names add: uptime command that prints uptimes for the process, the current map and the parent process add: keys F13 to F24 are now bindable add: new cvar type and range extension for compatible mods like CPMA 1.50 add: new help commands for commands and cvars of the engine and compatible mods like CPMA 1.50 help|man to display the help of a cvar or command searchhelp to list all cvars and commands whose help or name matches the pattern add: new CNQ3 download system that uses checksums to get the right pak files the CNQ3 download system will use the WorldSpawn map server for inexact queries (when loading demos or using /dlmap) when the CNQ3 map server doesn't have the file system | speed | cases | source(s) | file availability | server requirements -------|-------|---------------------|---------------|-------------------|-------------------- CNQ3 | fast | pure servers, demos | map server(s) | not guaranteed | none id | slow | pure servers only | the Q3 server | guaranteed | sv_allowDownload 1 add: new commands for manually initiating and canceling fast downloads: dlpak to download a pak by its checksum if the pak doesn't exist locally dlmap to download a map by name if no map with such a name exists locally dlmapf to force download a map by name dlstop to cancel the download in progress, if any add: r_greyscale <0.0 to 1.0> (default: 0) to control how monochromatic the final image looks r_greyscale 0 = full color (nothing done) r_greyscale 1 = completely monochrome add: con_completionStyle <0|1> (default: 0) to select the auto-completion style con_completionStyle 0 = always print all results con_completionStyle 1 = print once, then cycle results like Enemy Territory's console add: m_accelStyle <0|1> (default: 0) to control the mouse accel style m_accelStyle 0 = legacy CNQ3 accel style m_accelStyle 1 = new accel style, similar to quake3e's cl_mouseAccelStyle 1 add: m_accelOffset <0.001 to 5000> (default: 5) to control the power offset with m_accelStyle 1 add: sv_minRestartDelay <2 to 48> (default: 2) the min. amount of hours to wait for before restarting the server a scheduled restart won't happen until there are no more human players connected add: con_scaleMode <0|1|2> (default: 0) specifies the console text scaling mode con_scaleMode 0 = text size scales with con_scale but not the resolution con_scaleMode 1 = text size scales with con_scale and the resolution con_scaleMode 2 = text size is always 8x12 add: command history saving with con_history (default: 1) add: r_monitor <0 to monitor count> (default: 0) to select the monitor to display the game on r_monitor is the 1-based index of the monitor to use r_monitor 0 = use the primary monitor r_monitor N = use monitor number N add: crash handlers with crash report generation add: improved auto-completion with support for map names, bind key names, etc add: 64-bit support chg: new system requirements: OpenGL 2, SDL 2 on the Linux client, Windows Vista or later chg: sv_pure 1 now allows new image files (no overrides) to be read from directories chg: now ignoring q3config.cfg and autoexec.cfg outside fs_game to avoid config poisoning chg: removed the r_maplight* cvars chg: reduced CPU usage in the client chg: console/messagemode input buffers now display the "^" character of color codes chg: r_brightness <0.25 to 32.0> (default: 2) replaces r_overBrightBits r_mapBrightness <0.25 to 32.0> (default: 2) replaces r_mapOverBrightBits the new cvars use floating-point values (more control) and a linear scale (more intuitive) to convert the old engine values to the new values: r_brightness = pow(2, r_overBrightBits) r_mapBrightness = pow(2, max(r_mapOverBrightBits - r_overBrightBits, 0)) chg: r_mode <0|1|2> (default: 0) selects the video mode r_mode 0 = no screen mode change, desktop resolution r_mode 1 = no screen mode change, custom resolution, custom upscale mode r_mode 2 = screen mode change, custom resolution (for the CRT users) Custom resolution means using r_width and r_height. Custom upscale mode means using r_blitMode. chg: cl_allowDownload <-1|0|1> (default: 1) can be used to select the download system cl_allowDownload -1 = id's original download system cl_allowDownload 0 = downloads disabled cl_allowDownload 1 = CNQ3 download system chg: cvars and commands are alphabetically sorted chg: removed r_stencilbits, r_depthbits, r_colorbits, r_texturebits and r_ext_compressed_textures chg: using stb_image to load png and tga images chg: con_scale <0.25 to 10.0> (default: 1.2) specifies the console text scaling factor and nothing else chg: replaced monitor gamma by a post-process gamma shader and removed r_ignorehwgamma chg: removed stereo rendering chg: anti-aliasing sample count is set with r_msaa on all platforms (on Windows, it was r_ext_multisample) chg: file system start-up will now verify the presence and integrity of baseq3/pak0-8.pk3 instead of only pak0 chg: replaced id's Huffman codec code with something both simpler and much faster chg: tweaked console scrolling speeds, fixed backtip insertion on Windows chg: improved level load times chg: sound fall-off is linear instead of using a power function chg: switch from libjpeg 6 to libjpeg-turbo chg: removed the byzantine r_mode usage added in 1.47 fix: console/messagemode input buffers would ignore the last off-screen color modifier when scrolled fix: console/messagemode input buffers would sometimes display the cursor at the wrong position fix: taking screenshots with a render width (r_width) that wasn't a multiple of 4 would either crash or produce bad screenshots fix: false positives of the "SCR_UpdateScreen: recursively called" fatal error repro: connect, get kicked, connect, get kicked fix: crash when the number of shader stages was wrong (would happen with the "brandon" player model) fix: the release of a key bound to "+vstr a b" would execute "b" even though the key press didn't execute "a" fix: /bind was treating single-character key names in a case sensitive manner fix: r_fullbright is no longer latched and actually does its job fix: r_lightmap is now archived and actually does its job fix: commands registered by cgame no longer auto-complete after the cgame qvm has shut down fix: libjpeg errors no longer shut down the engine fix: broken rendering when the 2nd stage of a collapsed shader stage pair had non-white colors fix: shader stages using "wave" were not animated when the server time was too large fix: the pukka3tourney2 slime wasn't green with r_vertexLight 1 fix: the ct3ctf1 grate near quad was getting picmipped when it wasn't supposed to be fix: improved the player name look-up behavior for these commands: kick, banUser, dumpuser if 2 players had the same name, it would just pick the first one (lowest client number) fix: multi-view mouse input sensitivity is now the same as in the UI for compatible mods like CPMA 1.50 fix: fixed the start-up console window staying visible when starting in full-screen Windows: add: in_minimize registers a hotkey to minimize/restore the client key names must be separated by white space and there can be at most 2 modifier keys add: auto-completion and command history in the dedicated server console window add: new bindable key: BACKSLASH (the key to the right of the left shift button) chg: removed DirectInput mouse input mode chg: updated mouse input for better grab (de-)activation and fixed window dragging not working chg: reduced raw mouse input latency and added cl_drawMouseLag fix: disabled DPI scaling on the client fix: the crash handler will reset the system timer resolution fix: if requesting a resolution too high for the display, the image would be offset vertically fix: in raw mouse input mode, keeping any button pressed while focusing the window would keep the cursor visible even after releasing all buttons Linux: add: m_relative <0|1> (default: 1) enables SDL's relative mouse mode you might want to set it to 0 if you have a messed up input driver add: in_focusDelay <0 to 100> (default: 5) is the time in ms keypresses are ignored after the window gets the focus add: minimize command to minimize the client's window add: automatic dedicated server process restarts for crashes and timed reboots (sv_minRebootDelayMins) this means 2 CNQ3 processes run per server: a parent (fixed pid) and a child (new pid after each restart) this behavior can be disabled by passing "nohardreboot" as a command-line argument the new command sv_restartProcess can be used to shut down the child process and start a new one chg: the client requires SDL 2 - the following things are handled by it: window, GL context, video modes, audio, kb and mouse input, monitor list, clipboard chg: tty input behavior matches in-game behavior when cgame is running and fixed the truncated tty input fix: color codes (e.g. "^1") don't get printed to the terminal anymore fix: tty handling of the leading "]" character fix: dedicated servers no longer insert a leading backslash when running auto-completion fix: the crash handler will reset tty input mode correctly 17 Sep 11 - 1.47 add: backported another bunch of dlight stuff from the pmx branch adds support for bmodel entities (doors, plats, etc) add: back directInput mouse (in_mouse 2) add: back flare support add: disable/enable windows keyboard shortcuts add: cnq3 windows can minimize/restore add: dynamic light by GLSL shaders add: r_maplightBrightness (from 0 to 8) and r_maplightSaturation(0-4). to use this parameters set r_maplightColorMode 1. add: r_maplightColorMode to configure lightmaps add: r_mode can be set resolution and frequency display. For example, r_mode "640x480@100" fix: in_mouse -1 kept relocating the system cursor even if not focused fix: implement the sound change from 1.45 *correctly* :P fix: default build does not create option r_smp. To assemble the build with the option r_smp need to use preprocessor USE_R_SMP fix: small fixes to CVA rendering code fix: fix opStack and rename targets for unix fix: GTV/spectator can't change POV after map changed fix: render shader time overflow (fix splashdamage bug). fix: mouse event queue 24 Nov 09 - 1.46 add: hopefully worked around some vistajoke mousewheel issues add: m_limit (default: 0 = off), the maximum post-accel speed to use chg: sensitivity renamed to m_speed chg: rewrote pretty much all the mouse code chg: removed the DI code in favor of "raw" mouse input this means only mouse1-mouse5 are supported on windows, sigh MS... chg: updated freetype from 2.3.5 to 2.3.11 05 Nov 09 - 1.45 note: this release REQUIRES arb shader support if your card doesn't have it, use an older version add: hw gamma should work on Vista add: r_measureoverdraw is actually useful add: r_speeds is far more useful now chg: sound attenuation is biased i.e. distant sounds are much louder than in 1.43 since it's still more correctly spatialised than pre-1.43, this is the best compromise i can come up with chg: r_fullbright works in vertexlight mode (only) instead of lightmap only, where it just wasted bandwidth and vram chg: r_customwidth, r_customheight renamed to r_width, r_height chg: hardcoded r_mode garbage and modelist removed: r_mode 0 (default) = current desktop resolution, depth, hz, etc r_mode 1 = custom resolution etc note: r_mode 1 WILL NOT tolerate invalid r_displayRefresh values any more chg: require opengl 1.4 or higher removed r_allowExtensions, r_primitives, r_ext_compiled_vertex_array, r_ext_multitexture, r_ext_texture_env_add chg: removed a bunch of useless/obsolete cvars: r_logfile, r_showcluster, r_facePlaneCull, r_ignoreFastPath, r_drawSun, r_simpleMipMaps, r_offsetFactor, r_offsetUnits chg: don't tablist cheatvar noise if cheats are off chg: removed the last bits of legacy altivec cruft chg: rewrote pretty much all the dlight stuff not only does it actually work reliably now but it's also massively improved in terms of quality fix: ignorehwgamma 1 would fail to apply sw gamma to some images fix: roqs failed to apply sw gamma fix: sv_floodprotect could block all commands indefinitely 12 Aug 09 - 1.44 (server only) fix: unbannable player exploit (stanway/auriemma) 08 Aug 08 - 1.43 fixed sfx0 using a real sound and thus "hiding" it corrected sv_pure back to CVAR_ROM added the correct "fastsky!=0 == disable portals" test, ffs me :P removed long-obsoleted r_lastValidRenderer removed long-obsoleted r_ext_gamma_control removed pointless cl_forceavidemo removed r_rail* and marked the never-used RT_BEAM etc as such removed RAVENMD4 completely r_fullbright is not a cheat var fixed a bug with CVAR_CHEAT fixed another bug in \video (hopefully) fixed distance culling on dlit patch seams changed r_ext_max_anisotropy default to 16 added con_scale for console font scaling 0 = Q3 style, always 8x12 pixels regardless of screen rez 1 = Q4 style, scales with screen rez !0 = scale with screen rez and a custom multiplier straightened out the con cvar mess: cl_noprint -> con_noprint scr_conspeed -> con_speed and correctly CVAR_ARCHIVE con_notifytime correctly CVAR_ARCHIVE removed cl_conXOffset since it basically doesn't work sleep correctly if an unfocused client (win32-only) don't sleep INcorrectly if a dedicated server (win32-only) fixed a (huge) memory leak in the vm fixed sv_pure 1 problems on listen servers another overhaul of the sound code: spatialisation is now correct, which has two huge impacts: you can "place" sounds MUCH more accurately than before, but as a result, distant sounds are MUCH quieter removed s_doppler, it's almost right but it just sounds like shit most of the s_mixprestep hackery has been removed, and you can probably set it to 0 if your sound drivers work properly OAL support has been dropped completely and indefinitely it's crap and i'm tired of it poisoning the codebase Mar 08 - 1.42 bots are no longer kicked by devmap legacy cack like joystick/midi support only pollutes configs if enabled fixed a memory leak in the sound code fixed even more (hopefully all) dropped sound issues in snd_dma made com_soundmegs SLIGHTLY less broken: now only 2x instead of 3x :P note that "soundmegs" are taken FROM THE HUNK now to fix the leak so you need to increase com_hunkmegs by 2x your com_soundmegs removed the explicit and incorrect "fastsky==1 == disable portals" test r_noportals is not a cheat var hyperspace is a bit less annoying purged the unused (never finished) idMD4 model code fixed some bugs in referencedpak list generation fixed roqs ignoring s_volume fixed widescreen modes crashing on listen servers fixed downloads not completing properly 18 Feb 08 - 1.41 removed all bs references to GT_SINGLE_PLAYER and ui_singlePlayerActive (except from the bot code, which has bigger problems) added sv_singleplayer improved TTF overhead a lot: now as fast as crappy bitmap fonts :D removed the stupidity of every key aborting demo playback: now ESC only only play the id logo cin the FIRST time, not every fkn time removed the broken stencil/projection shadow code avis produced by \video actually work (bug+fix both from ioq3) fixed some ABSURD buffer overruns and broken code in snd_dma which caused random dropped sounds for no reason it's a miracle it doesn't segfault any real OS also dumped the unused-since-TA adpcm/mulaw/etc cruft fixed a TA-era (surprise, surprise) bug that broke loopsound behavior loop (ie ambient) sounds are now 75% volume q3config is NEVER autowritten just because of bind/cvar changes it sucks if you're playing and it sucks even more if you're on GTV UI/SP code should write it EXPLICITLY if they want to save something 19 Dec 07 - 1.40 the code now requires a C++ compiler MASSIVE cleanups of the codebase, tho still plenty of bits left screenshot filename is YYYY_MM_DD-HH_MM_SS-TTT this means they'll never collide *; moviemakers won't run out; and the engine DOESN'T STAT 10,000 FILES EVERY FRAME (* except at 2am on an autumn night if you're amazingly unlucky :P) demo filename is YYYY_MM_DD-HH_MM_SS fixed demos to be MAX_OSPATH instead of MAX_QPATH, ie 256 chars now renamed cl_mouseAccel to m_accel removed ioq3 "qkey" rubbish removed support for BMP and PCX removed fs_cdpath, fs_copyfiles, touchfile, fs_restrict removed support for IPX removed in_logitechbug updated cpu detection added TTF support fixed a bunch of stuff in ScanAndLoadShaderFiles, but it's still crap fixed the patch collision epsilon bugs of 1.34 reverted to id's tab-completion since ioq3's is so hated i've semi-merged them atm, will fix up when i get time interpreted vm is never used on platforms that support compiled vm clampmaps and nomip images use GL_CLAMP_TO_EDGE rather than GL_CLAMP disabled curl until it's brought up to standard merged platform-specific *_net.* into qcommon/net_ip.cpp, <3 timbo :) fixed USERINFO vars not being sent properly during connect remove some network stuff (buffer sizes and TOS) http://support.microsoft.com/kb/248611 12 Sep 07 - released as 1.34, since it was about time we did :P increased default MAX_POLYS to 8K and MAX_POLYVERTS to 32K Aug 07 fixed a bug in the skybox code that tried to use a 0-length CVA which makes recent nvidia drivers go into spaz mode changed r_ext_multisample default to 0 to stop ix nagging :P July 07 added support for curl improved some network stuff (buffer sizes and TOS) added support for mouse5-mouse8 1 May 07 remove broken useless cl_freezeDemo and make demo pausing work just use timescale 0 27 Apr 07 ripped out all support for legacy substandard hw/drivers (ie Voodoo etc) and r_maskMinidriver uncorrected mode 8 back to 1280x1024 18 Jul 06 update various cvar defaults r_stencilbits: 0 r_picmip: 0 r_roundImagesDown: 0 r_simpleMipMaps: 0 s_useOpenAL: 0 default fs_game to cpma 30 Jun 06 - initial build from ioq3 svn v810 mode 8 corrected to 1280x960 undefined USE_OPENAL removed GetUserName call removed stupid+broken r_dlightbacks created dlight texture correctly fixed the dlight code removed the explicit and incorrect "vertexlight==1 == disable dlights" test removed redundant r_ext_texture_filter_anisotropic removed retarded cl_consoleHistory removed redundant cl_autoRecordDemo shader spew made developer 1 gl extensions spew made developer 1 pak list made fs_debug 1 removed the TA cvars that were hacked into the engine reordered demo_protocols to reduce spew ==================== === Known issues === ==================== iss: OBS captures go blank after doing a video restart with the D3D11 back-end exp: device/swap chain re-creation isn't handled by OBS' capture plug-in fix: use the GL3 back-end act: won't fix iss: once the GL2 back-end is used, performance drops when switching back to the GL3 back-end cfg: nVidia GeForce GTX 1070 - Windows 7 SP1 x64 - drivers 430.64 and 445.87 fix: don't switch back-ends at runtime or upgrade drivers act: can't fix (root cause unknown) iss: with GL3 and r_gpuMipGen 1, performance collapses big time cfg: AMD Radeon HD 6950 - Windows 10 Pro version 10.0.16299 - drivers 15.201.1151.1008 exp: confirmed: whenever glTexStorage2D is called (even when using that function is the only change) fix: use D3D11 or upgrade drivers act: won't fix iss: with GL3 and r_gpuMipGen 1, the GPU-generated mips are corrupted cfg: AMD Radeon R7 360 - Windows 7 SP1 x64 - drivers 14.502.0.0 exp: not confirmed: broken barrier implementation? fix: use D3D11 or upgrade drivers act: can't fix (root cause unknown) iss: strong gamma correction breaks anti-aliasing exp: MSAA resolve happens before the post-process pass act: will get fixed for D3D11 and GL3 iss: D3D11 full-screen toggles with the 32-bit client freeze myT's PC :-( cfg: nVidia GeForce GTX 1070 - Windows 7 SP1 x64 - drivers 445.87 fix: use the 64-bit client act: can't fix (root cause unknown)