Merge remote-tracking branch 'yquake2/master'

This commit is contained in:
Denis Pauk 2024-07-15 23:37:05 +03:00
commit 1e0aa094cb
3 changed files with 31 additions and 2 deletions

View file

@ -7,6 +7,7 @@ Quake 2 8.31RR8:
- Fix multimesh models in gl4 render,
- Fix quake 1 monsters save,
- Improve SiN model support.
Quake 2 8.31RR7:
- Rework map load logic,
- Support SiN map load,
@ -17,6 +18,7 @@ Quake 2 8.31RR7:
- Added cvar cl_laseralpha (by BjossiAlfreds),
- VectorLength reduces complexity (by devnexen),
- Sync with latest yquake 2 code.
Quake 2 8.31RR6:
- renders: fix BSPX lightmaps (by BraXi)
- Rename functions r_dlightframecount parameter to lightframecount (by BraXi)
@ -63,6 +65,33 @@ Quake 2 8.21RR1:
- Start merge ctf, xatrix, rogue to baseq2 code
- Support remastered maps in gl1/vk
Quake II 8.30 to 8.40:
- Implement `g_quick_weap`. If set to 1, both weapprev and weapnext
commands will count how many times they have been called, making
possible to skip weapons by quickly tapping one of these keys. (by
protocultor)
- Fix `gl1_overbrightbits`, allowed values are now 0, 1, 2 and 4. (by
protocultor)
- Sort player skins case insensitive. (by apartfromtime)
- Implement `cl_showspeed` to show the current player speed (by Feels
Duck Man)
- Add texture filtering options to the video menu (by apartfromtime)
- Implement `cl_laseralpha` to control how transparent laser beams are.
(by BjossiAlfreds)
- Experimental support for SDL 3. Requires SDL 3.1.2.
- Reimplement multitexturing for the OpenGL 1.4 renderer. Controlled by
`gl1_multitexture`, enabled by default. (by protocultor)
- Optimize dynamic lights and texture allocation in the OpenGL 1.4
renderer. (by protocultor)
- Support big lightmaps in the OpenGL 1.4 renderer. (by protocultor)
- Implement gyro tightening for gamepads and joysticks. (by protocultor)
- Support long player skin names. (by 0lvin)
- Add a very simple download filter. Files ending in .dll, .dylib and
.so are always filtered to prevent code injection.
- Don't load OpenAL and cURL libraries if thy are configured with a full
or relative path.
- Work around naggy help icons. (by BjossiAlfreds)
Quake II 8.20 to 8.30:
- Use the same image loading code in all renderers. (by 0lvin)
- Use the same model loading code in all renderers. (by 0lvin)

View file

@ -246,7 +246,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
* **g_quick_weap**: If set to `1`, both *weapprev* and *weapnext*
commands will "count" how many times they have been called, making
possible to skip weapons by quickly tapping one of these keys.
By default this cvar is set to `0`, and will only work if the
By default this cvar is set to `1`, and will only work if the
game.dll implements this behaviour.
* **g_swap_speed**: Sets the speed of the "changing weapon" animation.

View file

@ -261,7 +261,7 @@ InitGame(void)
/* others */
aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
g_machinegun_norecoil = gi.cvar("g_machinegun_norecoil", "0", CVAR_ARCHIVE);
g_quick_weap = gi.cvar("g_quick_weap", "0", CVAR_ARCHIVE);
g_quick_weap = gi.cvar("g_quick_weap", "1", CVAR_ARCHIVE);
g_swap_speed = gi.cvar("g_swap_speed", "1", 0);
/* items */