diff --git a/CHANGELOG b/CHANGELOG index 96fb408f..a2256db6 100644 --- a/CHANGELOG +++ b/CHANGELOG @@ -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 diff --git a/doc/040_cvarlist.md b/doc/040_cvarlist.md index 51632198..27f63781 100644 --- a/doc/040_cvarlist.md +++ b/doc/040_cvarlist.md @@ -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 @@ -436,6 +437,7 @@ 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 @@ -445,8 +447,9 @@ 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. @@ -589,6 +592,7 @@ Set `0` by default. `0`: Rumble feedback, `1`: Haptic feedback. + ## cvar operations cvar operations are special commands that allow the programmatic diff --git a/src/client/refresh/gl1/gl1_main.c b/src/client/refresh/gl1/gl1_main.c index fd89d69c..e0f3716e 100644 --- a/src/client/refresh/gl1/gl1_main.c +++ b/src/client/refresh/gl1/gl1_main.c @@ -1616,13 +1616,13 @@ 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; diff --git a/src/client/refresh/gl3/gl3_sdl.c b/src/client/refresh/gl3/gl3_sdl.c index 3bdcbacb..1198f500 100644 --- a/src/client/refresh/gl3/gl3_sdl.c +++ b/src/client/refresh/gl3/gl3_sdl.c @@ -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