Revisions of yamagi-quake2

buildservice-autocommit accepted request 1150025 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 64)
baserev update by copy to link target
buildservice-autocommit accepted request 1130632 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 62)
baserev update by copy to link target
Martin Hauke's avatar Martin Hauke (mnhauke) accepted request 1130625 from Dirk Mueller's avatar Dirk Mueller (dirkmueller) (revision 61)
- update to 8.30:
  * Use the same model loading code in all renderers.
  * Remove the unused `msg` cvar and the corresponding server
    side infrastructure. The cvar was never implemented in Quake II,
    but existing bits could be used for attacks against the client.
  * Add `cl_audiopaused`. When set to `1` the audio stops when
    the game is paused.
  * Add `ogg_pausewithgame`. When set to `1` the background music
    stops when the game is paused. (by apartfromtime)
  * New logo files, matching the original Quake II logo.
  * Support for RISCV64 (by David Carlier)
  * Fix resetting Mods back to baseq2 when running with
    `-portable`.
  * Alternative playback modes for OGG/Vorbis background music:
    once, sequential, random. (by apartfromtime)
  * Support gyro aiming for Switch controllers with SDL < 2.0.14.
    (by protocultor)
  * Fixed stand-ground gladiators not attacking within a certain
    range.
  * Fixed monsters seeing players during intermissions.
  * Several fixes to Makron. (by BjossiAlfreds)
  * Optional high dpi awareness when running under Wayland.
    Requires a Wayland compositor supporting fractional-scale-v1
    and at least SDL 2.26. Set `vid_highdpiawareness 1` to enable.
  * Fix lava surfaces not glowing.
  * Add a cheat protected cvar `g_swap_speed`. Allows to skip
    frames of "putting down weapon" and "raising weapon" animations,
    speeding them up.
  * Support of RGBA png/jpg image with r_retexturing as
    cinematic.
buildservice-autocommit accepted request 1042301 from Dmitriy Perlow's avatar Dmitriy Perlow (DarkSS) (revision 60)
baserev update by copy to link target
Dmitriy Perlow's avatar Dmitriy Perlow (DarkSS) accepted request 1042020 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 59)
- Update to version 8.20
  - Various improvements to the menu. This includes updates to the
    menu framework itself, to the game controller menu, the
    savegame menu and the video menus.
    0lvin)
  - A lot of fixes and improvements to the controller support.
    Support for gyro aiming, more precise stick handling and rumble
    improvements.
  - Implement faster weapon switching with the new 'cycleweap'
    command.
  - Fixes pusher delta yaw manipulation. This fixes the infamous
    bug were a player standing on a blocked elevator gets turned
    around
  - Add a command 'spawnentity' to spawn entities at the given
    coordinates. Can be used for debugging.
  - Ported monster footstep sounds from SkacikPLs Q2RTX fork. Needs
    a pak file with assets to work, see the documentation for
    details.
  - Ported reverb effects from SkacikPLs Q2RTX fork.
  - Fix several coop related bugs with the powercubes.
  - A way better fix for dead bodys obstructing elevators or
    falling through the worldmodel.
  - Fix items already in water playing a splash sound at level
    start.
  - Pause the game when getting minimized or hidden.
  - Fix Bugs related to 'ogg_ignoretrack0'.
  - Share model loading code between renderers.
  - Restore stair step smoothing for step sizes other than 16.
  - Fix playback of long audio samples (>10 seconds) through
    OpenAL.
buildservice-autocommit accepted request 1035956 from Factory Maintainer's avatar Factory Maintainer (factory-maintainer) (revision 58)
baserev update by copy to link target
Dmitriy Perlow's avatar Dmitriy Perlow (DarkSS) committed (revision 57)
Dmitriy Perlow's avatar Dmitriy Perlow (DarkSS) committed (revision 56)
buildservice-autocommit accepted request 979754 from Ferdinand Thiessen's avatar Ferdinand Thiessen (susnux) (revision 55)
baserev update by copy to link target
Ferdinand Thiessen's avatar Ferdinand Thiessen (susnux) accepted request 979670 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 54)
- Update to version 8.10
  * The OpenGL 3.2 renderer now supports the classic underwater
    effect.  Until now it was only available in the Software
    renderer.
  * Add 'ref_gles3', an OpenGL ES 3.0 renderer lib. This is an
    variant of the OpenGL 3.2 renderer, using OpenGL ES instead of
    desktop OpenGL.  It greatly enhances support for embedded GPUs
    like the RaspberryPI 4.
  * The Software renderer now supports colored lightning. It can
    be enabled through `sw_colorlight`.
  * Another round of timing fixes. Implement `cl_maxfps -1` (the
    new default, existing configs are not altered) to
    automatically select a known to be good packet framerate
    depending on the current renderer framerate. This solves some
    subtile problems with stuttering entities.
  * Greatly improved support for joysticks and controllers. Devices
    can now be hotplugged at runtime, binding should be portable
    between differend controllers and there's a new menu for
    controller bindings.
  * Add the `r_2D_unfiltered` and `r_videos_unfiltered` cvars. When
    enabled 2D elements like the HUD and videos are not filtered,
    they appear pixeled.
  * Add 'prefweap' command to select weapon by priority.
  * Several game code fixes, mostly for stuck mechanics in fact2.
  * Fix two stuck monsters in hangar1 and jail5.
  * Fix the `viewsize` cvar.
Matthias Mailänder's avatar Matthias Mailänder (Mailaender) accepted request 948269 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 53)
- Update to version 8.01
  * Fix the game not starting when nonexistent dirs in the search
    path.
  - Sync haptic joystick effects to the sound.
  - Move several map bug fixes to entity files, add some more map
    bug fixes. Without entity files the maps are the same as in
    Vanilla Quake II.
  - Play the correct demo loop after changing the current mod.
  - `g_footsteps 2` now only generate footstep sound when the
    player is on the ground entity and no longer when in water or
    air.
  - Add a cvar `g_machinegun_norecoil' which disables the
    machinegun recoil effect. This is cheat protected.
  - Scale 8 bit textures when `r_scale8bittextures` is set.
  - The game is no longer limited to 1000 FPS when running in
    timedemo mode.
  - Optimise command line parser and fix several subtle bugs.
  - Add `r_2D_unfiltered`, when set to `1` 2D elements aren't
    filtered.
  - Fix soldiers never chowing their pain skin as long as they're
    alive.
  - Fix relative paths in ZIP files not being found.
  - Add `gamemode` command for changing between singleplayer,
    deathmach and coop.
  - Show a download progress bar when `cl_http_show_dw_progress`
    is set to `1`.
Dirk Stoecker's avatar Dirk Stoecker (dstoecker) committed (revision 52)
Dirk Stoecker's avatar Dirk Stoecker (dstoecker) committed (revision 51)
Dirk Stoecker's avatar Dirk Stoecker (dstoecker) committed (revision 50)
Dirk Stoecker's avatar Dirk Stoecker (dstoecker) committed (revision 49)
Dirk Stoecker's avatar Dirk Stoecker (dstoecker) accepted request 913602 from Imo Hester's avatar Imo Hester (VortexAcherontic) (revision 48)
- patched systemwide support
buildservice-autocommit accepted request 901624 from Ferdinand Thiessen's avatar Ferdinand Thiessen (susnux) (revision 47)
baserev update by copy to link target
Ferdinand Thiessen's avatar Ferdinand Thiessen (susnux) accepted request 899972 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 46)
- Update to version 8.00
  * Client side support for the optional Vulkan renderer library.
  * Non existent renderer libraries are now skipped over by the
    menu.
  * Fix several bugs when loading autosaves.
  * Bump the maximal number of OGG/Vorbis files to 128.
  * Several fixes to the Barracuda Shark.
  * 'vid_fullscreen' and 'r_mode' are no longer special, they
    require an explicit 'vid_restart' like every other cvar.
  * Remove hardcoded map fixes and replace them by optional entity
    files.  Add several newly discovered map fixes.
  * Send the network protocol version to the server. This can be
    used by the server to support clients with different network
    protocol version.
  * Switch the semantics of the 'vid_fullscreen' cvar. '1' is now
    native fullscreen, like it was in Vanilla Quake II. '2' is
    desktop fullscreen. When desktop fullscreen is selected through
    the menu, 'r_mode' is forced to '-2'.
  * Add 'g_footsteps' to control the generation of footstep sound.
    This cvar is cheat protected. '1' is Vanilla Quake II behavior
    and the default. '0' never generates footstep sound, '2' always
    generates them.
  * Support stereo wave files.
  * Add 'cl_r1q2_lighstyle'. When set to '1' Yamagi Quake II uses
    the Vanilla Quake II light styles (for example yellow light for
    the Hyperblaster) instead of the default r1q2 light styles.
  * Add a submenu to configure gamepad and joystick sensitivities.
  * Ensure that the config file is written before changing the
    active mod.  This prevents config changes from getting lost.
  * Overhaul the search path logic. Make sure that each directory
buildservice-autocommit accepted request 875818 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 45)
baserev update by copy to link target
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