Releases: yquake2/yquake2remaster
Releases · yquake2/yquake2remaster
8.42RR11
- ReRelease: add support 'flashlight' item - ReRelease: add support 'trigger_flashlight' - ReRelease: add support 'start_item' cvar/map property - ReRelease: add material support for custom footstep sound - ReRelease: add support 'health_multiplier' - ReRelease: add support 'g_itemsbobeffect' (bob effect for items) - ReRelease: add models scale support - ReRelease: ignore nodraw surfaces - ReRelease: add 'g_language' localization cvar - ReRelease: update docs about localization - ReRelease: fix 'key_yellow_key' item definition - ReRelease: sort spawn function before search - Other games maps: alternative text for unexisted iamges in menu - Other games maps: convert map suface flags to material type - Other games maps: update entities definition file - Other games maps: support mesh hide mask for player model preview - Other games maps: 'choose_cdtrack' triger support - Anachronox: ignore tag name in model for now - DoD: add custom status bar - Daikatana: fix surface flags convert - yquake2: improve backends support @john-tornblom - yquake2: clipboard fix @BjossiAlfreds - yquake2: update cmd parser @devnexen - yquake2: update soft render with unaccelerated render support @john-tornblom - yquake2: fix compile without gl targets @john-tornblom - renders: sync gl4 with gl3 codes - game: use player model id based on max models limit - filesystem: fix pointers arithmetic
8.42RR10
- client: updated console logic, - game: Update default entities descriptor file, - game: Add hack for next level change in q64/outpost - game: Restore flame effect, currently used only as torch fire in Heretic 2 fire as example.
8.42RR9
Version bump 8.42RR9 - vk: fixed vulkan call groups, - game: Add ReRelease translated messages (English only) - game: Add Heretic 2 translated message (checked with English only) - game: Anachronox support load entitities decription file, - game: Daikatana support load entitities decription file, - game: SiN show entities with defined models, - renders: Partial support of MDA models (Anachronox), - renders: improved colors of particles, - renders: Fix pcx load code, - renders: Fix maps with 32k+ faces.
8.42RR8
Quake 2 8.42RR8: - vk: draw alias models as single call, - Support mdr(EliteForce) models support. Merge remote-tracking branch 'yquake2/master'
8.41RR8
Quake 2 8.41RR8 - Fix platforms in q64/outpost, - Add MDR model format support, - Sync with classic yquake 2 repository, - Full support pcx version 5 format, - Rework image load code.
8.31RR8
Quake 2 8.31RR8 - GL1 multitexture support (by Jaime Moreira), - GL1 big lightmap support (by Jaime Moreira), - Cache QBSP in collision map, - Update SDL 3 support (by Yamagi), - Port train code from ReRelease code, - Fix multimesh models in gl4 render, - Fix quake 1 monsters save, - Improve SiN model support.
8.31RR7
Version bump 8.31RR7 * Rework map load logic, * Support SiN map load, * Support track names, * Support N64 flags, * SDL3 build support (by Yamagi), * Fixes for sort render (by dkoreshkov), * Added cvar cl_laseralpha (by BjossiAlfreds), * VectorLength reduces complexity (by devnexen), * Sync with latest yquake 2 code.
8.31RR6
Version bump to 8.31RR6 BraXi (2): renders: fix BSPX lightmaps Rename functions r_dlightframecount parameter to lightframecount David Carlier (1): models_md5 few memory related fixes Denis Pauk (58): client: add custom protocol with short model index client: bump protocol and game version / unstable compatibility render: sync count of images with protocol max image count models: md5 do not copy token before use models: md5 partial COM_Parse in ReadMD5Anim models: md5 partial COM_Parse usage in ReadMD5Model models: ReadMD5Anim use strtol for parse models: ReadMD5Model get rid of sscanf usage models: ReadMD5Model more strict validation models: ReadMD5Anim get rid sscanf usage models: md5 call R_CompressNormalMDL only once for vertex soft: reuse R_LerpVerts code soft: move R_LerpVerts upper by call stack refresh/files: cppcheck warning clean up gl3/gl4: fix count lightmap in mgu5m2 gl1: cppcheck fixes models: md3/md5 show count of verts and tris models: show number commands in model models: md3 compress commands models: remove static buffers for commands compress models: prepare command compress to share logic models: md5 rearrange glcommands generation models: save triangles ofs/num in each mesh soft: fix multi mesh models render client: fix pickup message in demo models: md5 tris compress before compress gl commands. models: apply md3 compress tris logic models: revert slow vect compress logic models: md3/md5 share command generation code models: mdl compress triangles models: mdl support grouped frames models: make mdl count frames detect separate function models: mdl separate function for image load models: mdl fix texture coordinates models: dkm Daikatana, md2 Anachronox generate normals models: dkm split model to meshes models: add mdx / Kingpin models support renders: load mdx/Kingpin models support models: MDX mesh split by subobj value soft: fix cppcheck warnings, remove unused isflattop soft: fix cppcheck warning and remove unused fullscreen property cin: support tga/jpg/png static image models: fix md5 replacement load without md2 model filesystem: add support of Anachronox DAT archive format filesystem: Anachronox fix load sky filesystem: support longer path in archives (up to 128) client: add xatrix demo protocol check Add windows 32bit build releases small build clean up Add readme note about SiN maps protocol: share configstring convert logic server: convert config string to protocol range server: support of load original game library server: QII97 protocol version check unification server: extend count of sound indexes server: extend gun frame and index to short soft: fix original Quake 2 map lights regression renders: split R_BuildLightMap to two function Feels Duck Man (4): Added a speedometer that displays the player's speed in QU/s. Wasn't quite sure how to implement it without adding GetPlayerSpeed() to pmove.c. Unsure if there is a cleaner way to do this while keeping it inside cl_screen.c Removed 'Speed' label for speedometer when being displayed Added an option to draw speed under the crosshair with cl_showspeed 2, fixed drawing the speedometer when the game wasn't playing. Added documentation for 'cl_showspeed' in 040_cvarlist.md Guilherme Nemeth (1): berserker: slam attack, running club attack Sajt (1): models: add gl command compress code from qwalk apartfromtime (3): Texture filtering option Texture filtering options for OpenGL and Software video modes Fix software dithering
8.31RR5
Version bump 8.31RR5
8.31RR4
Version bump 8.31RR4. * Added md5 model support, * Fixes for other model formats, * Extend compresed vertex to short, * yquake2 fixes.