Update for 0.6.99 beta1.

Yeah, I decided it's time to think about 0.7 :)
This commit is contained in:
Bill Currie 2012-07-11 10:34:30 +09:00
parent 12319cfcdf
commit 086d811d72

50
NEWS
View file

@ -3,16 +3,60 @@ NEWS for the QuakeForge project
Changes from 0.6.3 Changes from 0.6.3
o Renderer plugins. This means the same program is used for all o Renderer plugins. This means the same program is used for all
renders. Which renderer to use is selected via the vid_render plugin renders. Which renderer to use is selected via the vid_render plugin
(one of gl, glsl, sw, sw32; defaults to glsl). Currently selectable (one of gl, glsl, sw, sw32; defaults to gl). Currently selectable
only at startup ("+set vid_render gl" on the command line, or "set only at startup ("+set vid_render gl" on the command line, or "set
vid_render gl" in a startup config file (not config.cfg)) vid_render gl" in a startup config file (not config.cfg))
o MDL skins can now be 1024x1024 o MDL skins can now be 1024x1024
o Fix missing glsl console text with nvidia's drivers. o GLSL renderer now works on (recent) nvidia drivers.
o MDL import/export addon for blender can now export animated models o MDL import/export addon for blender can now export animated models
(skins and mesh deformations) (skins and mesh deformations) and handles MD16 (QF extension: mdl
with 16 bit vertex data).
o Jumping is now independent of frame rate. Whether you get 72 fps or o Jumping is now independent of frame rate. Whether you get 72 fps or
22, you jump the same height. The height is the same as if you got 22, you jump the same height. The height is the same as if you got
infinite fps. infinite fps.
o IQM support in all renderers.
o 32 bit x86 builds support asm again.
o inifinite think loop when playing honey fixed.
o jack sound driver tries to reconnect to the jack server if the
connection is lost.
o demo format auto-detection: no need to worry about mistakenly playing
a .qwd in nq or .dem in qw: the client will reject it with a message.
Also, the qw client now autodetects mvd and qwd demos, preferring mvd
over qwd if two demos have the same base name but different
extensions.
o view angles no longer messed up when loading a saved game.
Thanks to mh.
o frame-rate independe cshifts fades. Again, thanks to mh.
o r_flatlightstyles now supported.
o missing console prompt on demo stop fixed.
o missing health picup sound on aerowalk (qw) fixed.
o all entities lerped in nq.
o qw server now supports antilag (from fteqw).
o spectator name changes are no longer broadcast.
o preliminary support for chat info in qw (client and server). The
client currently only adds a dlight to the player (no icons yet).
o glsl renderer speedups (~2x for bigass1, ~2.5x for overkill)
o support for 32 mouse buttons added.
o excessive beams removed.
o "loading" plaque re-enabled.
o smarter entity counting: maps with many entities but most of them get
culled are now more likely to load with default settings (nq) or at
all (qw).
o qfcc changes
o now supports "vector = quaternion * vector" as a shortcut for
quaternion rotation. If the quaternion is not a unit quaternion,
scaling will be the square of the length of the quaternion (same
as for standard quaternion rotation).
o bug fixed where params and return slot were offset in v6 progs.
o progdefs.h now written correctly (with qfcc header, even, but the
CRC is still correct). Writing is optional, but default for v6
progs.
o jumps are now threaded, with some better dead-code elimination.
o qfcc's/ruamoko libs and headers are now in ${prefix}/share/qfcc
o The correct function name is reported for the function with the
most locals.
o constant folding for unary operators, including float/int
conversions.
Changes from 0.6.2 Changes from 0.6.2
o Compile fix for zlib 1.2.6. o Compile fix for zlib 1.2.6.