Been a while since we had one of these...
- Cleared open file handles on a game change.
- Fixed .alpha "illegible server message".
- Renamed vid_mode cvar to d3d_mode (prevent invalid values in a config from causing problems).
- Removed display of total monsters or total secrets when either is 0 (remake quake compatibility).
- Lightened default contents cshifts for better underwater visibility.
- Fixed automap scaling and positioning.
- Cleaned out matrix handling.
- Transitioned 2D rendering back to fixed functionality.
- Transitioned particles back to fixed functionality.
- Transitioned underwater warp back to fixed functionality.
- Transitioned sprites back to fixed functionality.
- Transitioned alias models back to fixed functionality.
- Transferred initial camera position to view matrix so that default world matrix is always identity (easier save/restore).
- Transitioned instanced brush models back to fixed functionality.
- Completed transition to fixed functionality for all remaining items and removed HLSL framework.
- Ported FitzQuake's "old style" "correct warp" water warp render.
- Removed MH sky sphere warp.
- Split opaque water drawing to a separate dedicated pass.
- Signficantly reworked alias model drawing.
- Added .alpha support to brush models, alias models and sprite models.
- Reworked edict allocation and fixed potential crash bug when loading edicts from saves.
- Fixed (I hope!) long-standing DirectQ crash bug in Draw_CachePic.
- Added simple sky alternative for r_skywarp 0.
- Fixed static entity removal was not working.
- Added permanent gibs cvar (sv_permagibs, default 0).
- Reworked entire Heap memory allocation system to use virtual pools instead.
- Reverted to compressed vis (for faster map loading and memory overhead reduction).
- Added gl_compressedtextures cvar, default 1, set to 0 to disable texture compression on new textures.
- Restored alias model caching.
- Restored sound caching.
- Added sprite caching.
- Fixed crash bug in multiplayer setup menu.
- Fixed colour change doesn't take effect until after map change.
- Added gl_maxtextureretention cvar (default 3) to control how long unused textures are retained for.
- Switched particle render to use indexed primitives for performance.
- Implemented particle filtering by contents to fully resolve particle above water/below water issues.
- Implemented entity depth sorting for alpha resolving.
- Added fog (usual cvars) with parsing from worldspawn.
- Added zone memory using new memory system.
- Completely relocated all malloc calls to new memory pool system for better reporting of memory use.
- Added fog options menu.
- Added correct contents colour shifts depending on colour of liquid texture.
I think that when I do release I'm going to revert it back to "beta" status; there have been so many changes to how so many things work that I can't honestly call it a stable engine until it's been out there and used by people.
1 comments:
..That is some list there. I can't wait for the next beta. This is your WIP & thus I always treat them as beta no matter how stable they usually do run... Good stuff as usual.. ty
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