mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
Merge remote-tracking branch 'yquake2/master'
This commit is contained in:
commit
1e0aa094cb
3 changed files with 31 additions and 2 deletions
29
CHANGELOG
29
CHANGELOG
|
@ -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)
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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 */
|
||||
|
|
Loading…
Reference in a new issue