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Merge remote-tracking branch 'yquake2/master'
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commit
1e0aa094cb
3 changed files with 31 additions and 2 deletions
29
CHANGELOG
29
CHANGELOG
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@ -7,6 +7,7 @@ Quake 2 8.31RR8:
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- Fix multimesh models in gl4 render,
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- Fix quake 1 monsters save,
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- Improve SiN model support.
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Quake 2 8.31RR7:
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- Rework map load logic,
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- Support SiN map load,
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@ -17,6 +18,7 @@ Quake 2 8.31RR7:
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- Added cvar cl_laseralpha (by BjossiAlfreds),
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- VectorLength reduces complexity (by devnexen),
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- Sync with latest yquake 2 code.
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Quake 2 8.31RR6:
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- renders: fix BSPX lightmaps (by BraXi)
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- Rename functions r_dlightframecount parameter to lightframecount (by BraXi)
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@ -63,6 +65,33 @@ Quake 2 8.21RR1:
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- Start merge ctf, xatrix, rogue to baseq2 code
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- Support remastered maps in gl1/vk
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Quake II 8.30 to 8.40:
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- Implement `g_quick_weap`. If set to 1, both weapprev and weapnext
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commands will count how many times they have been called, making
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possible to skip weapons by quickly tapping one of these keys. (by
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protocultor)
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- Fix `gl1_overbrightbits`, allowed values are now 0, 1, 2 and 4. (by
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protocultor)
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- Sort player skins case insensitive. (by apartfromtime)
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- Implement `cl_showspeed` to show the current player speed (by Feels
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Duck Man)
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- Add texture filtering options to the video menu (by apartfromtime)
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- Implement `cl_laseralpha` to control how transparent laser beams are.
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(by BjossiAlfreds)
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- Experimental support for SDL 3. Requires SDL 3.1.2.
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- Reimplement multitexturing for the OpenGL 1.4 renderer. Controlled by
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`gl1_multitexture`, enabled by default. (by protocultor)
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- Optimize dynamic lights and texture allocation in the OpenGL 1.4
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renderer. (by protocultor)
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- Support big lightmaps in the OpenGL 1.4 renderer. (by protocultor)
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- Implement gyro tightening for gamepads and joysticks. (by protocultor)
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- Support long player skin names. (by 0lvin)
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- Add a very simple download filter. Files ending in .dll, .dylib and
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.so are always filtered to prevent code injection.
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- Don't load OpenAL and cURL libraries if thy are configured with a full
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or relative path.
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- Work around naggy help icons. (by BjossiAlfreds)
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Quake II 8.20 to 8.30:
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- Use the same image loading code in all renderers. (by 0lvin)
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- Use the same model loading code in all renderers. (by 0lvin)
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@ -246,7 +246,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* **g_quick_weap**: If set to `1`, both *weapprev* and *weapnext*
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commands will "count" how many times they have been called, making
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possible to skip weapons by quickly tapping one of these keys.
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By default this cvar is set to `0`, and will only work if the
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By default this cvar is set to `1`, and will only work if the
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game.dll implements this behaviour.
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* **g_swap_speed**: Sets the speed of the "changing weapon" animation.
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@ -261,7 +261,7 @@ InitGame(void)
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/* others */
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aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
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g_machinegun_norecoil = gi.cvar("g_machinegun_norecoil", "0", CVAR_ARCHIVE);
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g_quick_weap = gi.cvar("g_quick_weap", "0", CVAR_ARCHIVE);
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g_quick_weap = gi.cvar("g_quick_weap", "1", CVAR_ARCHIVE);
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g_swap_speed = gi.cvar("g_swap_speed", "1", 0);
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/* items */
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