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Merge remote-tracking branch 'yquake2/master'
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7d3545abd7
3 changed files with 65 additions and 53 deletions
77
CHANGELOG
77
CHANGELOG
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@ -5,6 +5,43 @@ Quake 2 8.41RR8:
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- Full support pcx version 5 format,
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- Rework image load code.
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Quake II 8.40 to 8.41:
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- Fix an endless loop in the OpenGL 1.4 renderer crashing the game and
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blocking further progress under some circumstances. (by protocultor)
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- Don't force a platform dependend, hard coded SDL audio driver, let SDL
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choose the driver instead. This may fix the SDL audio backend on some
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platforms. The driver can still be overridden by setting `s_sdldriver`
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to something else than `auto`. Under Windows `s_sdldriver` defaults
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`directsound` because `auto` may choose an incompatible driver.
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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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- 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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- Group draw call in GL1. This yields huge performance gains on slow
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GPUs. (by protocultor)
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Quake 2 8.31RR8:
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- GL1 multitexture support (by Jaime Moreira),
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- GL1 big lightmap support (by Jaime Moreira),
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@ -66,40 +103,6 @@ Quake 2 8.31RR2:
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- Merge hud/players code with ctf code,
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- Support Shambler, Guardian monsters.
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Quake 2 8.21RR1:
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- Suport mdl/fm/dkm models,
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- Support ogv video by ffmpeg,
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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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- 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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- Group draw call in GL1. This yields huge performance gains on slow
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GPUs. (by protocultor)
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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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@ -131,6 +134,12 @@ Quake II 8.20 to 8.30:
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- Support of RGBA png/jpg image with r_retexturing as cinematic. (by
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0lvin)
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Quake 2 8.21RR1:
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- Suport mdl/fm/dkm models,
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- Support ogv video by ffmpeg,
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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 8.10 to 8.20:
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- This release marks Quake IIs 25th anniversary. Happy Birthday!
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- Various improvements to the menu. This includes updates to the menu
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@ -311,6 +311,12 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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is much more reliable than the classic sound system, especially on
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modern systems like Windows 10 or Linux with PulseAudio.
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* **s_sdldriver**: Can be set to the name of a SDL audio driver. If set
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to `auto`, SDL chooses the driver. If set to anything else the given
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driver is forced, regardless if supported by SDL or the platform or
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not. By default set to `directsound` under Windows and `auto` on all
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other platforms.
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* **s_underwater**: Dampen sounds if submerged. Enabled by default.
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* **s_occlusion_strength**: If set bigger than `0` sound occlusion effects
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@ -50,7 +50,6 @@
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#define SDL_LOOPATTENUATE 0.003
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/* Globals */
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static cvar_t *s_sdldriver;
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static int *snd_p;
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static sound_t *backend;
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static portable_samplepair_t paintbuffer[SDL_PAINTBUFFER_SIZE];
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@ -1352,18 +1351,17 @@ SDL_BackendInit(void)
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int sndfreq = (Cvar_Get("s_khz", "44", CVAR_ARCHIVE))->value;
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int sndchans = (Cvar_Get("sndchannels", "2", CVAR_ARCHIVE))->value;
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#ifdef _WIN32
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s_sdldriver = (Cvar_Get("s_sdldriver", "directsound", CVAR_ARCHIVE));
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#elif __linux__
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s_sdldriver = (Cvar_Get("s_sdldriver", "alsa", CVAR_ARCHIVE));
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#elif __APPLE__
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s_sdldriver = (Cvar_Get("s_sdldriver", "CoreAudio", CVAR_ARCHIVE));
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#if _WIN32
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cvar_t *s_sdldriver = (Cvar_Get("s_sdldriver", "directsound", CVAR_ARCHIVE));
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#else
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s_sdldriver = (Cvar_Get("s_sdldriver", "dsp", CVAR_ARCHIVE));
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cvar_t *s_sdldriver = (Cvar_Get("s_sdldriver", "auto", CVAR_ARCHIVE));
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#endif
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snprintf(reqdriver, sizeof(reqdriver), "%s=%s", "SDL_AUDIODRIVER", s_sdldriver->string);
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putenv(reqdriver);
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if (strcmp(s_sdldriver->string, "auto") != 0)
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{
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snprintf(reqdriver, sizeof(reqdriver), "%s=%s", "SDL_AUDIODRIVER", s_sdldriver->string);
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putenv(reqdriver);
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}
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Com_Printf("Starting SDL audio callback.\n");
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@ -1519,18 +1517,17 @@ SDL_BackendInit(void)
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int sndfreq = (Cvar_Get("s_khz", "44", CVAR_ARCHIVE))->value;
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int sndchans = (Cvar_Get("sndchannels", "2", CVAR_ARCHIVE))->value;
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#ifdef _WIN32
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s_sdldriver = (Cvar_Get("s_sdldriver", "directsound", CVAR_ARCHIVE));
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#elif __linux__
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s_sdldriver = (Cvar_Get("s_sdldriver", "alsa", CVAR_ARCHIVE));
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#elif __APPLE__
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s_sdldriver = (Cvar_Get("s_sdldriver", "CoreAudio", CVAR_ARCHIVE));
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#if _WIN32
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cvar_t *s_sdldriver = (Cvar_Get("s_sdldriver", "directsound", CVAR_ARCHIVE));
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#else
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s_sdldriver = (Cvar_Get("s_sdldriver", "dsp", CVAR_ARCHIVE));
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cvar_t *s_sdldriver = (Cvar_Get("s_sdldriver", "auto", CVAR_ARCHIVE));
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#endif
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snprintf(reqdriver, sizeof(reqdriver), "%s=%s", "SDL_AUDIODRIVER", s_sdldriver->string);
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putenv(reqdriver);
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if (strcmp(s_sdldriver->string, "auto") != 0)
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{
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snprintf(reqdriver, sizeof(reqdriver), "%s=%s", "SDL_AUDIODRIVER", s_sdldriver->string);
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putenv(reqdriver);
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}
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Com_Printf("Starting SDL audio callback.\n");
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