Here we go again!
As I said before, most of these changes are very much behind the scenes, there won't be much new to look at.
- Various changes to the cvar system for better reliability; protection from QC abuse for certain cvars (cvar_allowqc, disabled by default).
- Changed number of console notify lines to 5.
- Protected several cvars from QC abuse (disabled by default).
- Cvar-ized sound_nominal_clip_dist (default 1500).
- Added sound options menu.
- Moved "Customize Controls" to Input menu.
- Fixed mapshots (broke during viewport cleanup).
- Added "mapshot" command for user to take a mapshot wherever they wish.
- Added "r_automapshot" cvar (default 0) to take a mapshot automatically on entering a new level (in maps directory).
- Added mapshot drawing to serverlist menu.
- Moved sound to DirectSound 8.
- Removed parts of old "crappy Windows multimedia base".
- Modified somewhat weird sound startup to be more standardised.
- Removed sounds from cache memory system.
- Got rid of COM_LoadCacheFile (never used).
- Removed entire Cache system.
- Fixed "items/damage2.wav is not precached" bug on maps where you do impulse 255 with no quad in the map as standard.
- Removed Zone and Hunk memory systems; replaced with simplified Heap system.
- Fixed bug where larger player skins would crash R_TranslatePlayerTexture.
- Implemented texture flushing; those unused after 4 maps get flushed.
- Added LIT file support.
- Added -quoth support.
- Removed hard limit on number of warp update textures.
- Adjusted r_wateralpha so it's only effective if scene has translucent water or if r_novis is 1; made it an archive cvar.
- Bumped MAX_DLIGHTS to 128.
- Added r_monolight cvar to set coloured light off (default 1), requires map reload for static light.
- Changed rendering order for entities under translucent water.
- Added extra dynamic lights on many ents and tents, controlled by r_extradlight cvar (default 0).
- Fixed bug where lightning bolts weren't visible.
- Fixed model allocation memory leak (unlikely to be hit, but dangerous all the same!)
- Moved client-side entity lists to dynamic allocation (still fixed size with hard limits though...)
- Tightened up client side entity allocation memory overhead, 512 initial allocation, over 512 (up to 8192) allocated on-demand.
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