Merge remote-tracking branch 'yquake2/master'

This commit is contained in:
Denis Pauk 2023-10-20 22:53:04 +03:00
commit 96b4037ac7
4 changed files with 14 additions and 10 deletions

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@ -3,7 +3,7 @@ Quake II 8.20 to 8.30:
- Use the same model loading code in all renderers. (by 0lvin)
- Remove the unused `msg` cvar and the corresponding server side
infrastructure. The cvar was never implemented in Quake II, but
existing bits clould be used for attacks against the client.
existing bits could be used for attacks against the client.
- Add `cl_audiopaused`. When set to `1` the audio stops when the
game is paused. (by David Carlier)
- Add `ogg_pausewithgame`. When set to `1` the background music stops
@ -11,16 +11,16 @@ Quake II 8.20 to 8.30:
- New logo files, matching the original Quake II logo. (by SirYodaJedi)
- Support for RISCV64 (by David Carlier)
- Fix resetting Mods back to baseq2 when running with `-portable`.
- Alternative playback modes for OGG/Vorbis backgrounf music: once,
- Alternative playback modes for OGG/Vorbis background music: once,
sequential, random. (by apartfromtime)
- Support gyro aiming for Switch controllers with SDL < 2.0.14. (by
protocultor)
- Fixed stand-ground gladiators not attacking within a certain range.
(by BjossiAlfreds)
- Fixed monsters seeing players during intermissions. (by BjossiAlfreds)
- Several fixes to Macron. (by BjossiAlfreds)
- Several fixes to Makron. (by BjossiAlfreds)
- Optional high dpi awareness when running under Wayland. Requires a
Wayland compistor supporting fractional-scale-v1 and at least SDL
Wayland compositor supporting fractional-scale-v1 and at least SDL
2.26. Set `vid_highdpiawareness 1` to enable.
- Fix lava surfaces not glowing.
- Add a cheat protected cvar `g_swap_speed`. Allows to skip frames of

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@ -287,6 +287,7 @@ Set `0` by default.
* **cl_audiopaused**: If set to `1` the sounds pause when the game does.
## Graphics (all renderers)
* **cin_force43**: If set to `1` (the default) cinematics are displayed
@ -441,6 +442,7 @@ Set `0` by default.
Other supported values: `GL_NEAREST_MIPMAP_NEAREST`,
`GL_NEAREST_MIPMAP_LINEAR`, `GL_LINEAR_MIPMAP_LINEAR`
## Graphics (OpenGL 1.4 only)
* **gl1_intensity**: Sets the color intensity. Must be a floating point
@ -450,8 +452,9 @@ Set `0` by default.
* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
lightmaps and models. Higher values make shadows less dark. Possible
values are `0` (no overbright bits), `1` (more correct lighting for
water), `2` (scale by factor 2) and `3` (scale by factor 3). Applied
in realtime, does not need `vid_restart`.
water), `2` (scale by factor 2), `3` (scale lighting by 3 only for the
dynamic meshes, like enemies and items), and `4` (scale lighting of
everything by 4). Applied in realtime, does not need `vid_restart`.
* **gl1_particle_square**: If set to `1` particles are rendered as
squares.
@ -594,6 +597,7 @@ Set `0` by default.
`0`: Rumble feedback,
`1`: Haptic feedback.
## cvar operations
cvar operations are special commands that allow the programmatic

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@ -1629,13 +1629,13 @@ RI_BeginFrame(float camera_separation)
// Clamp overbrightbits
if (gl1_overbrightbits->modified)
{
if (gl1_overbrightbits->value > 2 && gl1_overbrightbits->value < 4)
if (gl1_overbrightbits->value < 0)
{
ri.Cvar_Set("r_overbrightbits", "2");
ri.Cvar_Set("gl1_overbrightbits", "0");
}
else if (gl1_overbrightbits->value > 4)
{
ri.Cvar_Set("r_overbrightbits", "4");
ri.Cvar_Set("gl1_overbrightbits", "4");
}
gl1_overbrightbits->modified = false;

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@ -343,7 +343,7 @@ int GL3_InitContext(void* win)
// Enable vsync if requested.
GL3_SetVsync();
// Load GL pointrs through GLAD and check context.
// Load GL pointers through GLAD and check context.
#ifdef YQ2_GL3_GLES
if( !gladLoadGLES2Loader(SDL_GL_GetProcAddress))
#else // Desktop GL