r5945 - trunk

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Tue Feb 24 04:02:10 EST 2009


Author: div0
Date: 2009-02-24 04:02:05 -0500 (Tue, 24 Feb 2009)
New Revision: 5945

Modified:
   trunk/changes-since-last-release
Log:
updated changes list


Modified: trunk/changes-since-last-release
===================================================================
--- trunk/changes-since-last-release	2009-02-24 08:56:47 UTC (rev 5944)
+++ trunk/changes-since-last-release	2009-02-24 09:02:05 UTC (rev 5945)
@@ -1,12 +1,51 @@
 CHANGES since 2.4.2 to r5904:
 compat-q3a: switch crylink/hagar, as crylink is closer to BFG and hagar is closer to Plasmagun
+engine: add a half-baked "commandmode" (currently it has, like messagemode, no history, no line editing)
+engine: added blend and orientation commands for effectinfo.txt (overrides the defaults chosen by the particle type)
+engine: added cvar sv_gameplayfix_gravityunaffectedbyticrate - off by default
+engine: added shader keywords dpshadow and dpnoshadow (no parameters), these modify the shadowing properties of a mesh, regardless of its other properties
+engine: allow cl_maxfps and cl_maxidlefps to be 0, meaning unlimited (like in many QW clients)
+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.
+engine: capturing to ogg/theora video (cl_capturevideo_ogg; requires theora and vorbisenc dlls), ogg and avi capturing are now modules in the engine
+engine: cl_demo_mousegrab
+engine: csqc can get bone infos
+engine: cvarlist now accepts wildcards
+engine: demo recording: stuff csprogs.dat files into .dem files so demos can always be played back
+engine: disable DGA mouse by default
+engine: effectinfo: add "stretchfactor"
+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)
+engine: fix bugs with q1bsp/hlbsp rotating submodels
+engine: fixed crash with ATI drivers on shutdown or vid_restart
+engine: fixed pointsound in csqc
+engine: fixed several collision bug regarding non solid players
+engine: fix memory corruption when using trailparticles with an effect that has a dlight
+engine: get rid of skinframe loading spam on dedicated servers
+engine: if in menu, make con_closeontoggleconsole.integer also enable the toggleconsole key
+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
+engine: implemented zpass shadowing, not used yet
+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)
+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.
+engine: new command by terrencehill: "status 1" and "status 2" as alternate, more readable status displays. "status" unchanged.
+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)
+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)
+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.
+engine: Q3's EF_TELEPORT_BIT added, to skip interpolation for a frame
+engine: r_shadows 2: cast shadows always DOWN, ignore level lighting
+engine: r_showsurfaces 3 "eeepc mode"
+engine: showtopspeed variable added
+engine: snd_spatialization_control: earphone friendly mode, reduces spatialization for distant objects
+engine: sv_status_privacy", "0", "do not show IP addresses in 'status' replies to clients
+engine: vid_netwmfullscreen, optional fullscreen mode for linux/glx allowing to alt-tab away from the game
 game: airshot announcer for midair hits with the mortar
 game: all projectiles and their effects are clientside now, massive bandwidth reduction
 game: alternate HUD is now default
 game: antilag improved
 game: assault bugfixed
 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)
+game: better visual hint for unbalanced teams
+game: bots can now bunnyhop
 game: bots try to not take items near team mates
+game: carrying strength and shield has less of a performance impact now
 game: cl_gentle, clientside gib replacement for general audiences
 game: cmd maplist improved
 game: colors improved (TODO credit sev in nexuiz-credits.txt!)
@@ -18,7 +57,6 @@
 game: command records
 game: command vlogin must be used instead of vdo login now
 game: command weapbest
-game: more crosshairs added
 game: crylink tweaked (bounce does half damage, damage lowered, primary consumes 2 cells)
 game: ctf capture records now can only be made on an otherwise empty server, prevents "assisted" records
 game: ctf flag touching when dead bug fixed
@@ -30,12 +68,12 @@
 game: cvar cl_weaponpriority_useforcycling (uses the menu set weapon priority for the normal next/prev commands)
 game: cvar g_balance_ctf_damageforcescale
 game: cvar g_balance_electro_combo_speed (secondary balls explode delayed, in a kind of chain reaction)
-game: better visual hint for unbalanced teams
 game: cvar g_bloodloss - a new pointless mutator ;)
 game: cvar g_bugrigs*
 game: cvar g_ctf_allow_drop
 game: cvar g_ctf_fullbrightflags
 game: cvar g_ctf_ignore_frags
+game: cvar g_domination_point_fullbright
 game: cvar g_instagib REMOVED (use arena mutator with minstanex)
 game: cvar g_jump_grunt
 game: cvar g_maxplayers (allows to create spectator slots)
@@ -55,6 +93,7 @@
 game: cvar sv_ready_restart_after_countdown
 game: cvar sv_ready_restart_nag
 game: cvar sv_ready_restart_repeatable
+game: cvar sv_vote_stop, the amount of time till one can vote again after stopping ones own vote
 game: cvar teamplay_lockonrestart
 game: cvar timelimit_overtime, timelimit_overtimes, timelimit_suddendeath (timelimit_maxovertime removed)
 game: fix flag falling through bunker
@@ -63,6 +102,7 @@
 game: free camera for demo playback
 game: friendly fire slightly added now
 game: handle sv_foginterval on the client now
+game: headshot announcer for the camping rifle
 game: hook attaches to moving objects
 game: hook can pull players (but detaches when that player shoots you)
 game: hook detaches when teleporting
@@ -72,15 +112,17 @@
 game: hook weapon consumes cell ammo
 game: improved bot ai: teamworking, items rating and weapon combos
 game: improved weapon system, new weapons Port-O-Launch, MinstaNex, On-hand hook, TAG Seeker, HLAC, Camping Rifle; now up to 24 weapons supported
-game: headshot announcer for the camping rifle
 game: IP ban syncing support (servers can share a ban list, can be used as a kind of global IP ban system)
 game: item respawn: 20s for 50health and 25armor
 game: kick banned players also when they try to talk
 game: lemmings countdown ('kill' and switching teams is no longer instant)
 game: log can get :time: events
+game: lots of weapon content changes, new models, new animations etc.. (shot origins)
+game: map voting: map preview images to help identify the maps
 game: map voting: nodetail 1 as default (does not show what others voted for)
-game: map voting: map preview images to help identify the maps
+game: more crosshairs added
 game: more different death types
+game: new dom points by ai
 game: new music track by meoblast001 (TODO nexuiz-credits.txt)
 game: new particle effects
 game: new tokenizer fixing weirdly split kick reasons/vote commands
@@ -92,8 +134,8 @@
 game: scoreboard much improved
 game: scores per-team
 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
+game: some voice command samples are used along with team messages
 game: sounds: model specific player sounds
-game: carrying strength and shield has less of a performance impact now
 game: sv_foginterval
 game: teamkill and typekill complaints and sounds
 game: team radar (sv_cmd bbox, sv_cmd radarmap commands to create/debug it!)
@@ -103,12 +145,12 @@
 game: vote call is now possible for server admins too
 game: weapons rebalanced according to frag statistics
 game: zoom unlagged, detect zoom scripts (for spectating/demos)
-game: some voice command samples are used along with team messages
 map: aggressor supports keyhunt
 map: all maps recompiled, now with external lightmaps which look way better
 map: new maps accident, desertfactory, racetrack
 mapping: added egyptsoc textures
 mapping: allow mins/maxs specification for brush entities instead of models (as alternative)
+mapping: armor_big (50 armor)
 mapping: automatic shader generator script
 mapping: entities.def updated
 mapping: entity func_breakable
@@ -138,6 +180,7 @@
 map: reslimed: less distracting fog
 map: some more TDM map settings
 map: starship and silvercity: no CTF
+menu: blueplastic skin
 menu: channel mixer
 menu: cvar list editor
 menu: demo browser
@@ -156,47 +199,9 @@
 menuskins: HEIGHT_DIALOGBORDER
 menu: weapon priority dialog
 menu: wicked skins (7 different)
-menu: blueplastic skin
 misc: +exec benchmark.cfg
 misc: new color codes ^xRGB
 models: new flag model
 models: specop now knows that she is female
 rcon2irc: disconnect fix
 rcon2irc: irc_trigger
-
-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.
-engine: Q3's EF_TELEPORT_BIT added, to skip interpolation for a frame
-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.
-engine: add a half-baked "commandmode" (currently it has, like messagemode, no history, no line editing)
-engine: added blend and orientation commands for effectinfo.txt (overrides the defaults chosen by the particle type)
-engine: added cvar sv_gameplayfix_gravityunaffectedbyticrate - off by default
-engine: added shader keywords dpshadow and dpnoshadow (no parameters), these modify the shadowing properties of a mesh, regardless of its other properties
-engine: allow cl_maxfps and cl_maxidlefps to be 0, meaning unlimited (like in many QW clients)
-engine: capturing to ogg/theora video (cl_capturevideo_ogg; requires theora and vorbisenc dlls), ogg and avi capturing are now modules in the engine
-engine: cl_demo_mousegrab
-engine: csqc can get bone infos
-engine: cvarlist now accepts wildcards
-engine: demo recording: stuff csprogs.dat files into .dem files so demos can always be played back
-engine: disable DGA mouse by default
-engine: effectinfo: add "stretchfactor"
-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)
-engine: fix bugs with q1bsp/hlbsp rotating submodels
-engine: fix memory corruption when using trailparticles with an effect that has a dlight
-engine: fixed crash with ATI drivers on shutdown or vid_restart
-engine: fixed pointsound in csqc
-engine: fixed several collision bug regarding non solid players
-engine: get rid of skinframe loading spam on dedicated servers
-engine: if in menu, make con_closeontoggleconsole.integer also enable the toggleconsole key
-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
-engine: implemented zpass shadowing, not used yet
-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.
-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)
-engine: new command by terrencehill: "status 1" and "status 2" as alternate, more readable status displays. "status" unchanged.
-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)
-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)
-engine: r_shadows 2: cast shadows always DOWN, ignore level lighting
-engine: r_showsurfaces 3 "eeepc mode"
-engine: showtopspeed variable added
-engine: snd_spatialization_control: earphone friendly mode, reduces spatialization for distant objects
-engine: sv_status_privacy", "0", "do not show IP addresses in 'status' replies to clients
-engine: vid_netwmfullscreen, optional fullscreen mode for linux/glx allowing to alt-tab away from the game




More information about the nexuiz-commits mailing list