mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-24 05:21:09 +00:00
Update CHANGELOG for 8.40.
This commit is contained in:
parent
2a2f3e0b2f
commit
fd2ebb8891
1 changed files with 25 additions and 0 deletions
25
CHANGELOG
25
CHANGELOG
|
@ -1,3 +1,28 @@
|
||||||
|
Quake II 8.30 to 8.40:
|
||||||
|
- Implement `g_quick_swap` to make the weapon switch speed
|
||||||
|
configurable. (by protocultor)
|
||||||
|
- Fix `gl1_overbrightbits`, allowed values are now 0, 1, 2 and 4. (by
|
||||||
|
protocultor)
|
||||||
|
- Sort player skins case insensitive. (by apartfromtime)
|
||||||
|
- Implement `cl_showspeed` to show the current player speed (by Feels
|
||||||
|
Duck Man)
|
||||||
|
- Add texture filtering options to the video menu (by apartfromtime)
|
||||||
|
- Implement `cl_laseralpha` to control how transparent laser beams are.
|
||||||
|
(by BjossiAlfreds)
|
||||||
|
- Experimental support for SDL 3. Requires SDL 3.1.1.
|
||||||
|
- Reimplement multitexturing for the OpenGL 1.4 renderer. Controlled by
|
||||||
|
`gl1_multitexture`, enabled by default. (by protocultor)
|
||||||
|
- Optimize dynamic lights and texture allocation in the OpenGL 1.4
|
||||||
|
renderer. (by protocultor)
|
||||||
|
- Support big lightmaps in the OpenGL 1.4 renderer. (by protocultor)
|
||||||
|
- Implement gyro tightening for gamepads and joysticks. (by protocultor)
|
||||||
|
- Support long player skin names. (by 0lvin)
|
||||||
|
- Add a very simple download filter. Files ending in .dll, .dylib and
|
||||||
|
.so are always filtered to prevent code injection.
|
||||||
|
- Don't load OpenAL and cURL libraries if thy are configured with a full
|
||||||
|
or relative path.
|
||||||
|
- Work around naggy help icons. (by BjossiAlfreds)
|
||||||
|
|
||||||
Quake II 8.20 to 8.30:
|
Quake II 8.20 to 8.30:
|
||||||
- Use the same image loading code in all renderers. (by 0lvin)
|
- Use the same image loading code in all renderers. (by 0lvin)
|
||||||
- Use the same model loading code in all renderers. (by 0lvin)
|
- Use the same model loading code in all renderers. (by 0lvin)
|
||||||
|
|
Loading…
Reference in a new issue