mirror of
https://gitlab.com/xonotic/xonotic
synced 2024-12-15 19:35:24 +00:00
218 lines
12 KiB
Plaintext
218 lines
12 KiB
Plaintext
CHANGES since 2.4.2 to r6387:
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compat-q3a: switch crylink/hagar, as crylink is closer to BFG and hagar is closer to Plasmagun
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engine: add a half-baked "commandmode" (currently it has, like messagemode, no history, no line editing)
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engine: added blend and orientation commands for effectinfo.txt (overrides the defaults chosen by the particle type)
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engine: added cvar sv_gameplayfix_gravityunaffectedbyticrate - off by default
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engine: added shader keywords dpshadow and dpnoshadow (no parameters), these modify the shadowing properties of a mesh, regardless of its other properties
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engine: allow cl_maxfps and cl_maxidlefps to be 0, meaning unlimited (like in many QW clients)
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engine: Blub's "deflate" extension to the download system. Currently only provides csprogs.dat in deflated form. Compatible in both directions, compression is only done if both client and server use this new code.
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engine: capturing to ogg/theora video (cl_capturevideo_ogg; requires theora and vorbisenc dlls), ogg and avi capturing are now modules in the engine
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engine: cl_demo_mousegrab
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engine: csqc can get bone infos
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engine: cvarlist now accepts wildcards
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engine: demo recording: stuff csprogs.dat files into .dem files so demos can always be played back
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engine: disable DGA mouse by default
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engine: effectinfo: add "stretchfactor"
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engine: fix a possible bug with zym model animation (this looks like a typo, and fixing it makes the shotgun anim in nexuiz appear more consistent)
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engine: fix bugs with q1bsp/hlbsp rotating submodels
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engine: fixed crash with ATI drivers on shutdown or vid_restart
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engine: fixed pointsound in csqc
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engine: fixed several collision bug regarding non solid players
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engine: fix memory corruption when using trailparticles with an effect that has a dlight
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engine: get rid of skinframe loading spam on dedicated servers
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engine: if in menu, make con_closeontoggleconsole.integer also enable the toggleconsole key
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engine: implemented occlusion query support on corona rendering, this enables coronas to fade according to the percentage of occluded pixels around the light origin, giving a more realistic corona behavior
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engine: implemented zpass shadowing, not used yet
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engine: model_brush: use the same tesselation number for patches in the same LOD group (q3map2 writes the same mins/maxs for any patch inside a LOD group, and this fact is used for identifying LOD groups)
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engine: mod_q3bsp_nolightmaps: do not load lightmaps, use the bad q3map2-written vertex lighting instead (you have been warned). Mostly useful for maps with HUUUUGE lightmaps on low-end systems.
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engine: new command by terrencehill: "status 1" and "status 2" as alternate, more readable status displays. "status" unchanged.
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engine: new tcmod: "tcmod page <width> <height> <time>", as poor man's animmap alternative (stores all frames in ONE image in a <width>x<height> grid, and switches to the next frame every <time> seconds)
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engine: open client sockets before video starts, so that the Windows Firewall prompt will occur before video starts (it tends to screw up graphics contexts otherwise)
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engine: Q3BSP: only generate the shadow mesh if on a client. Skip that part on the dedicated server. Reduces load time and memory usage on a dedicated server.
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engine: Q3's EF_TELEPORT_BIT added, to skip interpolation for a frame
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engine: r_shadows 2: cast shadows always DOWN, ignore level lighting
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engine: r_showsurfaces 3 "eeepc mode"
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engine: showtopspeed variable added
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engine: snd_spatialization_control: earphone friendly mode, reduces spatialization for distant objects
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engine: sv_status_privacy", "0", "do not show IP addresses in 'status' replies to clients
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engine: vid_netwmfullscreen, optional fullscreen mode for linux/glx allowing to alt-tab away from the game
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game: airshot announcer for midair hits with the mortar
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game: all projectiles and their effects are clientside now, massive bandwidth reduction
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game: alternate HUD is now default
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game: antilag improved
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game: assault bugfixed
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game: ballistics for bullets (but antilagged by default), that is all bullet guns (shotgun, machinegun, campingrifle) are affected by gravity and can pierce walls and players up to a certain thickness depending on gun)
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game: better visual hint for unbalanced teams
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game: bots can do bunnyhopping now
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game: carrying strength and shield has less of a performance impact now
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game: cl_gentle, clientside gib replacement for general audiences
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game: cmd maplist improved
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game: colors improved (TODO credit sev in nexuiz-credits.txt!)
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game: command allready
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game: command "cmd records"
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game: command lockteams, unlockteams
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game: command movetoteam_red, ...
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game: command nospectators
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game: command records
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game: command vlogin must be used instead of vdo login now
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game: command weapbest
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game: crylink tweaked (bounce does half damage, damage lowered, primary consumes 2 cells)
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game: ctf capture records now can only be made on an otherwise empty server, prevents "assisted" records
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game: ctf flag touching when dead bug fixed
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game: ctf scoring now uses flags, not frags (added several scoring options and configs)
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game: custom weapon priorities for bots
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game: cvar cl_casings
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game: cvar cl_showpressedkeys
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game: cvar cl_weaponpriority* (up to 10 custom weapon orders can be bound to a key)
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game: cvar cl_weaponpriority_useforcycling (uses the menu set weapon priority for the normal next/prev commands)
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game: cvar g_balance_ctf_damageforcescale
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game: cvar g_balance_electro_combo_speed (secondary balls explode delayed, in a kind of chain reaction)
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game: cvar g_bloodloss - a new pointless mutator ;)
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game: cvar g_bugrigs*
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game: cvar g_ctf_allow_drop
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game: cvar g_ctf_fullbrightflags
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game: cvar g_ctf_ignore_frags
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game: cvar g_domination_point_fullbright
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game: cvar g_instagib REMOVED (use arena mutator with minstanex)
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game: cvar g_jump_grunt
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game: cvar g_maxplayers (allows to create spectator slots)
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game: cvar g_pickup_respawntime*
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game: cvar g_pinata
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game: cvar g_showweaponspawns (shows the location of guns on the maps if trying to switch to a gun that is not carried)
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game: cvar g_spawn_furthest
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game: cvar g_spawnpoints_auto_move_out_of_solid
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game: cvar g_spawnshield_time automatically disables itself when shooting
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game: cvar g_start_delay
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game: cvar g_touchexplode
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game: cvar g_warmup
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game: cvar g_weaponreplace_*
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game: cvar sv_clones
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game: cvar sv_gentle
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game: cvar sv_maxidle
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game: cvar sv_ready_restart_after_countdown
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game: cvar sv_ready_restart_nag
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game: cvar sv_ready_restart_repeatable
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game: cvar sv_vote_stop, the amount of time till one can vote again after stopping ones own vote
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game: cvar teamplay_lockonrestart
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game: cvar timelimit_overtime, timelimit_overtimes, timelimit_suddendeath (timelimit_maxovertime removed)
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game: fix a server crash exploit
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game: fix flag falling through bunker
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game: fix q3skoredm1
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game: fix some memory leaks
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game: free camera for demo playback
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game: friendly fire slightly added now
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game: handle sv_foginterval on the client now
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game: headshot announcer for the camping rifle
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game: hook attaches to moving objects
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game: hook can pull players (but detaches when that player shoots you)
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game: hook detaches when teleporting
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game: hook is no longer "seta"
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game: hook jitter-less (full client side drawing)
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game: hook sky-attach bug fixed
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game: hook weapon consumes cell ammo
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game: improved bot ai: teamworking, items rating, weapon combos, swimming, basic handling of ladders, better handling of jumpads, better detection of dangers, recognition of doors
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game: improved weapon system, new weapons Port-O-Launch, MinstaNex, On-hand hook, TAG Seeker, HLAC, Camping Rifle; now up to 24 weapons supported
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game: IP ban syncing support (servers can share a ban list, can be used as a kind of global IP ban system)
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game: item respawn: 20s for 50health and 25armor
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game: jetpack (g_jetpack, or entities item_jetpack, item_fuel, item_fuel_regen)
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game: kick banned players also when they try to talk
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game: lemmings countdown ('kill' and switching teams is no longer instant)
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game: log can get :time: events
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game: lots of weapon content changes, new models, new animations etc.. (shot origins)
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game: map voting: map preview images to help identify the maps
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game: map voting: nodetail 1 as default (does not show what others voted for)
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game: more crosshairs added
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game: more different death types
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game: new dom points by ai
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game: new music track by meoblast001 (TODO nexuiz-credits.txt)
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game: new particle effects
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game: new tokenizer fixing weirdly split kick reasons/vote commands
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game: new weapon and player sounds
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game: optimize bot waypoint loading
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game: performance improved (fteqcc -O3)
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game: race game type (see Docs/basics.html for more details)
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game: ready now toggles the ready state
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game: rocket launcher detonation fixed when button was pressed only for a very short time
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game: scoreboard much improved
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game: scores per-team
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game: show the WelcomeMessage only on join for welcome_message_time seconds or when +show_info is pressed because many people did not know you can make this msg disappear with +zoom. add a line telling specs and observers about +show_info in the upper right
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game: some voice command samples are used along with team messages
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game: sounds: model specific player sounds
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game: sv_foginterval
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game: teamkill and typekill complaints and sounds
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game: team radar (sv_cmd bbox, sv_cmd radarmap commands to create/debug it!)
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game: texturecompression for lightmaps off (workaround for OS X bug)
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game: timeout/in feature
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game: turrets
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game: vote call is now possible for server admins too
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game: weapons rebalanced according to frag statistics
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game: zoom unlagged, detect zoom scripts (for spectating/demos)
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game: bots ai: added support for onslaught, complete rewrite of ctf ai, basic jetpack support, other minor fixes and improvements
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game: file based bots configuration
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game: bot scripting engine
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game: weapon accuracy stats (enable with +showaccuracy)
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map: aggressor supports keyhunt
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map: all maps recompiled, now with external lightmaps which look way better
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map: new maps accident, desertfactory, racetrack
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mapping: added egyptsoc textures
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mapping: allow mins/maxs specification for brush entities instead of models (as alternative)
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mapping: armor_big (50 armor)
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mapping: automatic shader generator script
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mapping: entities.def updated
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mapping: entity func_breakable
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mapping: entity func_door: make DOOR_NOT_LINK work
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mapping: entity func_door_rotating
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mapping: entity func_pointparticles
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mapping: entity func_sparks
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mapping: entity func_train now supports -1 wait on path_corner, making it NOT wait
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mapping: entity info_null now removes itself (as it should); this DOES break some maps that need fixing now
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mapping: entity info_player_start now triggers other entities when someone spawns
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mapping: entity misc_follow
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mapping: entity misc_gamemodel, func_illusionary replacing misc_models
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mapping: entity misc_laser changed and improved
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mapping: entity target_spawn (BEWARE OF THE)
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mapping: entity trigger_flipflop, trigger_monoflip, trigger_multivibrator
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mapping: entity trigger_heal
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mapping: entity trigger_hurt now can set a message2 as death message for push-kills
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mapping: entity trigger_items
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mapping: field nottargeted overrides targetname checks in e.g. func_door (so it can be used for misc_follow without needing an extra trigger)
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mapping: field team on items, and cnt as weight
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mapping: filtering by gametype: "gametypefilter" "+ctf,kh"
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mapping: LOD for misc_models and similar entities
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mapping: mapname.cfg is deprecated. Use clientsettemp_for_type and cdtrack in mapname.mapinfo
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mapping: randomizing origin, angle or angles fields: "originjitter", "anglejitter", "anglesjitter" fields
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mapping: target2, target3, target4 as extra target fields
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mapping: team field in trigger_teleport and trigger_push
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mapping: triggers now MUST be common/trigger; their exact shape now works (no longer their bbox)
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mapping: turrets
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mapping: zeroradiant support, bugfix patchset updated
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map: reslimed: less distracting fog
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map: some more TDM map settings
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map: starship and silvercity: no CTF
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media: new weapon system (see cl_weaponsystem.qc comment about model formats)
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menu: blueplastic skin
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menu: channel mixer
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menu: cvar list editor
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menu: demo browser
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menu: game type in server browser
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menu: input box margin now in chars, not percent
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menu: more settings
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menu: mouse fixed in -game pro (now havoc)
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menu: multicampaign is back
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menu: new playermodel previews (sev)
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menu: play button in map info
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menu: server favorites
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menu: server info
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menuskins: big buttons as extra graphics
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menuskins: COLOR_SCROLLBAR_C
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menu: skin selector
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menuskins: HEIGHT_DIALOGBORDER
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menu: weapon priority dialog
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menu: wicked skins (7 different)
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misc: +exec benchmark.cfg
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misc: new color codes ^xRGB
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models: new flag model
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models: specop now knows that she is female
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rcon2irc: disconnect fix
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rcon2irc: irc_trigger
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