- Updated the ioq3 base Reaction is based on to ioq3 svn version 2378 - Added UI options for Cascaded Shadow Maps - Changed com_zoneMegs to 128 (from 64) - Adjust default auto-exposure a bit higher. - Added .mtr file support. .mtr files are just .shader files that are accessed first. - Added support for q3gl2_sun shaderparm in sky shaders to control sun shadows - Added r_shadowFilter 0/1/2 for cascaded shadow maps. - Added sun shadow support cvars. - Changed r_testSunlight to r_forceSun 0/1/2 and r_sunShadows 0/1. - Spread in automatic weapons should be reduced in 3 burst mode. - Updated the ioq3 base Reaction is based on to ioq3 svn version 2322 - Scale map lights by 0.66 and sunlight by 0.33 when r_testSunlight 1 - Offset shadowmap samples by surface normal and reenable PCF - Reenabled per vertex tangent space values, fixes visual issues in normal maps - Simplified some viewparms flags - Add cascaded shadow mapping, test with r_testSunlight 1. - Add r_depthPrepass. - Improve parallax mapping - Add AVG_MAP, BLACK_LEVEL, and WHITE_LEVEL defines to tonemap shader - Fix a bug in fragment shader tangent space calculations - Fix a bug in new curves code - System menu makes a bit more sense now (removed irrelevant options, added new presets) - Change imagelist cmd to give more relevant information - Remove DiffuseRoughness shader param, add SpecularExponent shader param - Change R_SubdividePatchToGrid() to subdivide patches more evenly - Calculate tangent space in fragment shader instead of storing per vertex - Fix sun flare with sky portals. Sun flare must be inside sky portal. - Speed up tone mapping - Add fast light shader path when r_normalMapping and r_specularMapping are 0 - Revise FBO blitting code (Still needs more work) - Detect GLSL version - Use GL_EXT_draw_range_elements - Reserve FBOs before shaders, as recommended in nvidia docs - Minor tweak in VBO allocation. - Update tr_font.c to ioq3 latest (r2232) - Minor image code cleanup. - Added support for LATC(normalmaps) and BPTC(everything else) image compression - Use faster framebuffer blits whenever possible. - Optimized lightall shader for older hardware. - Fixed case in GLSL_PrintInfoLog when log is 0 length. - Clear render buffer on allocate, fixes corrupt screen issue - Use GL_RGB16_F instead of GL_RGBA16_F for hdr render buffer - Draw chat messages & co. during intermission - Don't reserve render buffers when textures are used for a FBO. Fixes a crash when GPU memory is at a premium. * Beta 1 - Initial Public Release.