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Merge remote-tracking branch 'yquake2/master'
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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:
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- Use the same model loading code in all renderers. (by 0lvin)
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- Remove the unused `msg` cvar and the corresponding server side
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infrastructure. The cvar was never implemented in Quake II, but
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existing bits clould be used for attacks against the client.
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existing bits could be used for attacks against the client.
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- Add `cl_audiopaused`. When set to `1` the audio stops when the
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game is paused. (by David Carlier)
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- Add `ogg_pausewithgame`. When set to `1` the background music stops
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@ -11,16 +11,16 @@ Quake II 8.20 to 8.30:
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- New logo files, matching the original Quake II logo. (by SirYodaJedi)
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- Support for RISCV64 (by David Carlier)
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- Fix resetting Mods back to baseq2 when running with `-portable`.
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- Alternative playback modes for OGG/Vorbis backgrounf music: once,
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- Alternative playback modes for OGG/Vorbis background music: once,
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sequential, random. (by apartfromtime)
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- Support gyro aiming for Switch controllers with SDL < 2.0.14. (by
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protocultor)
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- Fixed stand-ground gladiators not attacking within a certain range.
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(by BjossiAlfreds)
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- Fixed monsters seeing players during intermissions. (by BjossiAlfreds)
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- Several fixes to Macron. (by BjossiAlfreds)
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- Several fixes to Makron. (by BjossiAlfreds)
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- Optional high dpi awareness when running under Wayland. Requires a
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Wayland compistor supporting fractional-scale-v1 and at least SDL
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Wayland compositor supporting fractional-scale-v1 and at least SDL
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2.26. Set `vid_highdpiawareness 1` to enable.
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- Fix lava surfaces not glowing.
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- 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.
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* **cl_audiopaused**: If set to `1` the sounds pause when the game does.
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## Graphics (all renderers)
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* **cin_force43**: If set to `1` (the default) cinematics are displayed
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@ -441,6 +442,7 @@ Set `0` by default.
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Other supported values: `GL_NEAREST_MIPMAP_NEAREST`,
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`GL_NEAREST_MIPMAP_LINEAR`, `GL_LINEAR_MIPMAP_LINEAR`
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## Graphics (OpenGL 1.4 only)
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* **gl1_intensity**: Sets the color intensity. Must be a floating point
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@ -450,8 +452,9 @@ Set `0` by default.
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* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
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lightmaps and models. Higher values make shadows less dark. Possible
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values are `0` (no overbright bits), `1` (more correct lighting for
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water), `2` (scale by factor 2) and `3` (scale by factor 3). Applied
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in realtime, does not need `vid_restart`.
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water), `2` (scale by factor 2), `3` (scale lighting by 3 only for the
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dynamic meshes, like enemies and items), and `4` (scale lighting of
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everything by 4). Applied in realtime, does not need `vid_restart`.
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* **gl1_particle_square**: If set to `1` particles are rendered as
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squares.
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@ -594,6 +597,7 @@ Set `0` by default.
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`0`: Rumble feedback,
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`1`: Haptic feedback.
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## cvar operations
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cvar operations are special commands that allow the programmatic
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@ -1629,13 +1629,13 @@ RI_BeginFrame(float camera_separation)
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// Clamp overbrightbits
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if (gl1_overbrightbits->modified)
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{
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if (gl1_overbrightbits->value > 2 && gl1_overbrightbits->value < 4)
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if (gl1_overbrightbits->value < 0)
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{
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ri.Cvar_Set("r_overbrightbits", "2");
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ri.Cvar_Set("gl1_overbrightbits", "0");
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}
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else if (gl1_overbrightbits->value > 4)
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{
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ri.Cvar_Set("r_overbrightbits", "4");
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ri.Cvar_Set("gl1_overbrightbits", "4");
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}
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gl1_overbrightbits->modified = false;
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@ -343,7 +343,7 @@ int GL3_InitContext(void* win)
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// Enable vsync if requested.
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GL3_SetVsync();
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// Load GL pointrs through GLAD and check context.
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// Load GL pointers through GLAD and check context.
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#ifdef YQ2_GL3_GLES
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if( !gladLoadGLES2Loader(SDL_GL_GetProcAddress))
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#else // Desktop GL
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