cnq3/changelog.txt
myT 8063962ed6 added shader editor auto-completion and syntax hints
- shader editor: added the r_guiShaderEditHints CVar
- shader editor: Ctrl+K/L to comment/uncomment the selected lines
- shader editor: Ctrl+E opens the shader editor directly for the surface under the crosshair
- shader/image explorers: added world surface filter
2024-11-01 01:29:10 +01:00

1322 lines
55 KiB
Text

See the end of this file for known issues.
DD Mmm YY - 1.54
add: in_qwerty <0|1> (default: 1) forces the QWERTY layout for key bindings
0 - uses your active regional layout (such as AZERTY, QWERTZ, etc.)
1 - uses the QWERTY layout
add: FFmpeg piping support for compression of audio/video captures
cl_ffmpeg <0|1> (default: 0) uses FFmpeg instead of writing raw .avi files
cl_ffmpegCommand <string> are the FFmpeg command-line options for the output file
cl_ffmpegExePath <string> (default: "ffmpeg") is the path of the FFmpeg executable to use
note that the path cannot contain spaces on Windows
cl_ffmpegOutPath <string> (default: "") is the video output directory
leave empty to write to cpma/videos as with .avi files
cl_ffmpegOutExt <string> (default: "mp4") is the output file extension
cl_ffmpegLog <0|1> (default: 0) enables the creation of 1 log file per capture
add: togglegui and toggleguiinput to toggle (the mouse input of) the built-in GUI system
add: key binds starting with "keycatchgui" always take precedence over everything else
they will work in the main menu, the demo player in protected mode, when the console is down, ...
here's how you would bind keys to access the new built-in GUI:
bind F1 "keycatchgui;togglegui"
bind F2 "keycatchgui;toggleguiinput"
add: r_guiFont <0|1|2> (default: 0) sets the GUI's font
0 - Proggy Clean (13px)
1 - Sweet16 Mono (16px)
2 - custom font file (see r_guiFontFile and r_guiFontHeight)
note that the custom font can only get loaded at client start-up
add: r_guiFontFile <string> (default: "") is the file path to the custom .ttf font file
add: r_guiFontHeight <7 to 48> (default: 24) is the custom font's height
add: r_guiShaderEditHints <0|1> enables shader editor hints (available keywords, syntax)
add: r_gpuPreference <0|1|2> (default: 0) sets the GPU selection preference
0 - high performance (discrete graphics)
1 - low power (integrated graphics)
2 - none
add: r_gpuIndex <0 to GPU count> (default: 0) sets the specific GPU to use
0 - default (falls back to r_gpuPreference)
I - uses the GPU at index I from /gpulist
add: /gpulist lists available GPUs, the numbers can be used to set r_gpuIndex
add: r_sleepThreshold <2000 to 4000> (default: 2500) is the frame sleep time cushion, in microseconds
it's a trade-off between frame time consistency and CPU usage
set to 2000 if you have a struggling old/low-power CPU
2500 should be enough to deal with delayed thread wake-ups
use the frame graph to confirm that higher values help on your system
add: r_smaa <0 to 4> (default: 0) enables enhanced sub-pixel morphological anti-aliasing
0 - no SMAA
1 - low quality
2 - medium quality
3 - high quality
4 - ultra quality
add: r_shadingRate <0 to 6> (default: 0) sets the variable-rate shading (VRS) mode
0 - 1x1 (VRS off)
1 - 2x1 (base mode)
2 - 1x2 (base mode)
3 - 2x2 (base mode)
4 - 4x2 (extended mode)
5 - 2x4 (extended mode)
6 - 4x4 (extended mode)
the numbers are the horizontal and vertical subsampling factors
1x1 is forced for the sky, nopicmipped sprites (e.g. simple items)
and nopicmipped alpha tested surfaces (e.g. grates)
if extended modes are not supported, 2x2 is used instead
prefer horizontal subsampling as many maps have textures with thin horizontal lines
which become an aliased mess when vertically subsampled
add: r_normalSmoothing <0|1> (default: 1) enables smooth vertex normal generation
add: r_normalAreaWeight <0|1> (default: 1) enables area weighting for vertex normal generation
add: Cinematic Rendering Pipeline CVars
depth of field:
crp_dof <0|1|2> (default: 1) selects the depth of field mode
0 - disabled
1 - scatter-as-gather
2 - accumulation
crp_dof_overlay <0|1|2> (default: 0) draws a debug overlay mode
0 - disabled
1 - colorized blur
2 - focus plane
crp_dof_blades <0 to 16> (default: 6) is the aperture's blade count
set to less than 3 for a disk shape
crp_dof_angle <0 to 360> (default: 20) is the aperture's angle, in degrees
scatter-as-gather depth of field (fast, doesn't handle transparency properly):
crp_gatherDof_focusNearDist <1 to 2048> (default: 192) is the near-field's focus distance
crp_gatherDof_focusNearRange <1 to 2048> (default: 256) is the near-field's focus range
crp_gatherDof_focusFarDist <1 to 2048> (default: 512) is the far-field's focus distance
crp_gatherDof_focusFarRange <1 to 2048> (default: 384) is the far-field's focus range
crp_gatherDof_brightness <0 to 8> (default: 2) is the blur brightness' weight
accumulation depth of field (extremely slow, looks perfect with enough samples):
crp_accumDof_focusDist <2 to 2048> (default: 256) is the focus distance
crp_accumDof_radius <0.001 to 20> (default: 0.1) is the aperture radius in world units
crp_accumDof_samples <1 to 12> (default: 2) is per-axis sampling density
density N means (2N + 1)^2 scene renders in total, so be careful or you'll trigger TDR
crp_accumDof_preview <0|1|2> (default: 0) selects the real-time preview mode
0 - disabled
1 - 1/4 pixel count, 9 samples total
2 - 1/16 pixel count, 25 samples total
motion blur:
crp_mblur <0 to 3> (default: 0) sets the motion blur mode
0 - disabled
1 - camera blur only
2 - object blur only
3 - camera and object blur
crp_mblur_exposure <0.0 to 1.0> (default: 0.5) is the exposure time in percentage of frame time
miscellaneous:
crp_sunlight <0|1> enables sunlight on non-lightmapped surfaces
crp_volLight <0|1> enables volumetric lighting
fog volumes are lit by ambient light, dynamic lights and sunlight
crp_drawNormals <0|1> (default: 0) draws vertex normals as colorized wireframe lines
crp_updateRTAS <0|1> (default: 1) enables raytracing acceleration structure builds every frame
add: Cinematic Rendering Pipeline commands
cin_freezeFrame freezes the rendered frame (minus ImGUI and tone map) and G-Buffer for inspection
cin_freezeFrameMB freezes the rendered frame (minus ImGUI, tone map and motion blur)
fix: allocating enough memory for 4K screenshots and video captures
fix: the new demo player now drops zombie snapshots and snapshots from before a server time rewind
these problematic snapshots happen right before and after gamestate changes
chg: dropped 32-bit support
chg: dropped Linux/FreeBSD client
chg: Windows support is limited to 10 and 11
chg: reworked renderer with 2 new rendering pipelines
- removed all the Direct3D 11 and OpenGL code, now using Direct3D 12
- much improved input latency when V-Sync is enabled
- improved frame-time consistency ("frame pacing")
- MSAA and alpha-to-coverage have been removed
- Gameplay Rendering Pipeline (GRP)
- improved performance and better worst case input latency
- added SMAA for anti-aliasing (gamma-corrected and not applied to UI for best results)
- added VRS (Variable Rate Shading) support
- overhauled fog handling (faster, simpler, decoupled from surfaces)
- Cinematic Rendering Pipeline (CRP)
- order-independent transparency
- depth of field (scatter-as-gather or accumulation)
- shadowed point lights and sunlight
- volumetric lighting: fog and NanoVDB animations lit by ambient light, point lights and sunlight
- all corresponding CVars have the "crp_" prefix
- the CRP doesn't currently support software video scaling: r_mode 1 will behave like r_mode 0
chg: removed cl_drawMouseLag, r_backend, r_frameSleep, r_gpuMipGen, r_alphaToCoverage, r_alphaToCoverageMipBoost
removed r_d3d11_syncOffsets, r_d3d11_presentMode, r_gl3_geoStream, r_ignoreGLErrors, r_finish, r_khr_debug
removed r_verbose, r_customaspect, r_speeds, r_msaa, r_showsky, r_showtris
replaced r_swapInterval with r_vsync <0|1> (default: 0) to enable V-Sync
replaced r_textureMode with r_lego <0|1> (default: 0) to enable nearest-neighbor texture filtering
replaced r_shownormals with crp_debugNormals <0|1> (default: 0) to draw vertex normals
30 Oct 23 - 1.53
add: /registerdemos adds Windows file associations for demo files (.dm_68 .dm_67 .dm_66)
/unregisterdemos removes Windows file associations for demo files
on Windows, /demo can now play demo files that have an absolute path (e.g. /demo C:\test.dm_68)
add: r_teleporterFlash <0|1> (default: 1) draws bright colors when being teleported (use 0 for black)
add: s_khz <22|44> (default: 22) is the sound mixing sampling frequency: 22.05 kHz or 44.1 kHz
add: /writeconfig now has a "-f" option to force writing all CVars (whether archived or not)
add: /imageinfo <imagepath> prints where the image was loaded from and shaders that reference it
add: /shadermixeduse prints all images referenced in shaders with conflicting global directives
add: cl_demoPlayer <0|1> (default: 1) selects the demo playback system to use
cl_demoPlayer 0 = always uses the original demo player
cl_demoPlayer 1 = uses the new demo player with time rewind support when the mod supports it
add: cl_escapeAbortsDemo <0|1> (default: 1) decides whether the escape key can abort demo playback
reminder: you can always use /disconnect to stop demo playback
add: r_depthClamp <0|1> (default: 0) disables vertex clipping against the near and far clip planes
enabling this feature will raise the maximum allowed FoV value of CPMA 1.53
it turns the view frustum into a pyramid and prevents any vertex between the near clip plane
and the camera's position from getting clipped (but will still clip anything behind the camera),
which prevents solid objects from being seen through when too close to the camera
because depth values are clamped, improper depth ordering can potentially occur
add: /shaderinfo <shadername> [code] prints where the shader was loaded from and optionally the code
add: console mark mode (selection mode) can be toggled with Ctrl-M
use arrow keys, home/end or page up/down to move the cursor or extend the area when pressing shift
Ctrl-C/enter copies the selected text to the clipboard without color codes and exits mark mode
add: /searchconsole begins a new console search
press ctrl-F when the console is down to bring up the command
press (shift-)F3 to find the next match going up or down
just like in cmdlist/cvarlist/etc, * will match any amount of characters
add: r_ignoreShaderSortKey <0|1> (default: 0) ignores the shader sort key of transparent surfaces
instead, it sorts by depth and original registration order only
this is a work-around for broken maps like bones_fkd_b4 (grates drawn in front of simple items)
add: r_mapGreyscale <0.0 to 1.0> (default: 0) controls the map's desaturation level
r_mapGreyscale 0 = full color (nothing done)
r_mapGreyscale 1 = completely monochrome
add: r_mapGreyscaleCTF <0.0 to 1.0> (default: 0) controls the CTF map surfaces' desaturation level
r_mapGreyscaleCTF 0 = full color (nothing done)
r_mapGreyscaleCTF 1 = completely monochrome
it applies to the red/blue color-coded surfaces of popular CTF/NTF maps
add: net_proxy <ip> (default: "") is the proxy server to use when establishing client connections
add: /waitms <milliseconds> to delay command executions by the specified number of milliseconds
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: with hybrid core CPUs (e.g. Intel gen 12+) on Windows, the main thread will only run on the P-cores
chg: the client can now read .wav files from the local file system when connected to a pure server
this allows e.g. cg_fragSound to load sounds from the local file system instead of .pk3 files
chg: CVar sets will use all arguments instead of only the first one
example: pressing n with `bind n "name x y z"` will rename to "x y z" instead of "x"
chg: invertedpenguin's RA blood pool has a new look to help better see the RA against its background
chg: forcing the nopicmip flag on 2 new texture folders: "textures/npmenv" and "textures/npmpads"
chg: r_vertexLight 1 no longer collapses shaders but replaces lightmaps with vertex colors
for transparent shaders, lightmaps are still used because vertex colors are broken on some maps
chg: bots can no longer get timed out (it happened sv_timeout seconds after bot_pause was enabled)
chg: r_gpuMipGen 0 now respects r_mipGenFilter but not r_mipGenGamma (gamma 2 is used)
the new code will slow down map loads in general but produces higher quality results
r_mipGenFilter BL is a special case without gamma correction that's much faster than before
chg: image load/save errors now print warnings instead of triggering drop errors
chg: the maximum texture resolution of 2048 is now enforced in all image loads
chg: updated icon courtesy of deft
chg: r_showtris/r_shownormals <bitmask> (default: 0) draws wireframe triangles/vertex normals
1 - enables the feature
2 - only draws for visible triangles
4 - draws for backfacing triangles
8 - uses the original vertex color
16 - uses the original vertex alpha as vertex color
chg: r_lightmap 1 now handles most alpha-tested surfaces
chg: com_soundMegs now defaults to 16
chg: the camera's near clip plane distance is now 1 instead of 4
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: the renderer could crash on some maps without lightmaps (e.g. b0_beta5)
fix: with r_backend GL2, the extra clip plane for mirror/portal surfaces was not being used
this quick fix is likely to fail for some drivers and vendors due to its use of deprecated features
based on a few tests: OK on NVIDIA and Intel, not working on AMD
fix: long demo file names would cause video recording to output files with no extension or outright fail
fix: invalid skybox texture mip-mapping and filtering settings (e.g. cpm25 skybox seams)
fix: in render batches with multiple shaders where the second or later surface had a shader using
"rgbGen lightingDiffuse", the colors would be wrong and crashes could occur
fix: the reported MSAA sample counts for the GL2 and GL3 back-ends could be wrong
fix: registration of a read-only CVar would keep the existing value
fix: the Direct3D projection transform didn't perfectly match the OpenGL version
fix: /video was writing incorrect audio stream lengths to the .avi file headers
fix: /systeminfo /serverinfo /clientinfo /dumpuser would crash when tokens were too long
fix: with r_lightmap 1 and r_dynamiclight 1, lighting transparent surfaces could crash
fix: delayed shader loads could lead to incorrect rendering and crashes (mostly with dynamic lights)
fix: the nextdemo variable wasn't used to start the playback of a new demo when:
- a drop error happened during demo playback
- the engine failed to open the current demo file
fix: the Linux/FreeBSD client could crash during start-up
fix: with r_backend D3D11, the alpha channel's blend factors now match the original Q3 behavior
this affects shaders that use the following blendFunc modes: GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA
examples: jumppads on cpm3a and cpmctf3, jumppad trims on q3wcp14, shiny walls on q3wcp9
fix: batched surfaces with "tcMod turb" would generate incorrect texture coordinates
fix: throwing a fatal error when com_soundMegs is too low to load a map instead of freezing
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 no longer cause
alpha-tested surfaces to become transparent in the distance (e.g. q3wcp14 corridor floors)
fix: with r_backend GL3, caching of shader uniforms 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 <GL2|GL3|D3D11> (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 <filter> (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 <scale> <bias> 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 <filter> (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 <cvar> <number> to add a number to a cvar
add: /cvar_mul <cvar> <number> to multiply a cvar by a number
add: /unset <cvar> to remove a user-created cvar
add: /setempty <cvar> 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 <cvar> [<value1> <value2> [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 <RGBA> (default: "101013F6") - console and help panel background
con_colBorder <RGBA> (default: "4778B2FF") - the console and help panel borders
con_colArrow <RGBA> (default: "4778B2FF") - console backscroll arrows
con_colShadow <RGBA> (default: "000000FF") - text shadows
con_colHL <RGBA> (default: "303033FF") - auto-completion highlight (see con_completionStyle 1)
con_colText <RGB> (default: "E2E2E2") - normal text
con_colCVar <RGB> (default: "4778B2") - cvar names
con_colCmd <RGB> (default: "4FA7BD") - command names
con_colValue <RGB> (default: "E5BC39") - cvar values
con_colHelp <RGB> (default: "ABC1C6") - help text
add: con_drawHelp <bitmask> (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 <bitmask> (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 <cvar|cmd> to display the help of a cvar or command
searchhelp <pattern> 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 <checksum> to download a pak by its checksum if the pak doesn't exist locally
dlmap <map_name> to download a map by name if no map with such a name exists locally
dlmapf <map_name> 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: won't fix
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)
iss: with GL2, mirror/portal surface rendering doesn't use the extra clip plane
cfg: AMD Radeon 780M Graphics
exp: AMD drivers are more strict
fix: use another backend
act: won't fix