them more consistent. Warnings are in yellow, while errors are in red.
New cvar: g_developerTimestamp will display timestamps next to debug messages
originating from the game-logic. Set g_developer to 1 to see them.
A lot of useful into, such as which entity id messages originate from
should aid in debugging quite a bit.
SP level transitions should also be more reliable now in terms of
transferring entities and the like.
Some levels have awkward transition areas and you might find yourself
jumping between levels frequently. Workarounds are in the works.
Context:
localcmd/stuffcmd are delayed enough that we can't use it to load
difficulty settings from skill.cfg before the game objects have spawned.
readcmd worked around this, but its usage is buggy and discouraged.
loading config files from the root game directory is forbidden by the
engine for security reasons (being able to read passwords etc.)
but we're allowed to do so from sub-directories.
by emulating the source engine behaviour we become compatible with their
convention, while also working around said incompatibility.
Developers: the internal class `bot` is now `NSBot`, and an entityDef
of the old name will be instantiated instead.
Override defs/bot.def in your mod and make it use any custom spawnclass
you wish. Now games don't have to override `addbot` or `bot_add` inside
the multiplayer game rules.
There's also more console commands. Clients now have access to:
addBot, killAllBots, killClass [classname], killMovables, trigger [targetname], input [entnum] [input] [data], listBotProfiles, listTargets, teleport [targetname], teleportToClass [classname], respawnEntities, spawn
Various misc fixes to code routines that negatively affect splitscreen.
We also set frametime/clframetime to 0.0 after the first player view has been drawn as to not run
predraw math more than once per frame. This should not cause any issues but if you are experiencing issues let us know.