888 lines
50 KiB
Plaintext
888 lines
50 KiB
Plaintext
build 3886
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Client: fixup processing russian leter 'ÿ' in READ_STRING()
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Client: fixup russian leters support in VGUI
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Engine: add support for Arguire QBSP 'broken' clipnodes (engine is need to rebuilt with broken binary compatibility)
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Engine: add support of Darkplaces BSP2 format (engine is need to rebuilt with broken binary compatibility)
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Engine: re-organize model_t structures for easy acess to custom user data
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Engine: full implementation of Quake1 alias models (this is usefull for my new project that called QWrap)
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Engine: kRenderWorldGlow is no longer supported and removed
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Engine: re-organize cvar system for better consistency, replace variable 'modified' with same flag to get acess from user dlls
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Engine: some expansion of event_api_t
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Engine: HD-textures is no longer supported and removed
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Engine: global revision for engine feature flags
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Engine: client beams code was totally rewrited
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Render: tracers code was rewrited
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Engine: for custom renderering from client-side was created new interface struct that called ref_viewpass_t. ref_params_t now is macthed with GoldSrc
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Engine: RenderAPI version was updated to 36.
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Render: hardware gamma in no longer supported and completely changed to software gamma like in GoldSrc.
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FS: get support of quake WAD2 file format
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Engine: allow to save cvars at game-side into config.cfg and properly restore them
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Render: new frustum culling code (come from P2:Savior renderer)
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GameUI: allow menu request video-res list from the engine instead of keep copy of array into the menu code (this may cause potentital mismatch trouble)
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Render: full implementation of Quake1 sprites and LordHavoc spr32 file format (this is usefull for my new project that called QWrap)
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Render: studio model renderer was rewrited to get more compatibility with GoldSrc.
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Render: studio shadows now using light direction (instead of fixed vector)
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Render: studio boneweighting implementation (for new P2:Savior mdl format extesion)
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Sound: musicvolume was renamed to MP3Volume to match same name in GoldSrc
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Client: demo playing is now using viewangle interpolation and movement predicting
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Client: rewrite client-side events queue and playing code
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Client: rewrite client frame delta-compression
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Client: rewrite client predicting
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Client: rewrite client interpolation
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Client: fix old trouble with beam follow that tends to glueing with new unsupposed entity
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Sound: fix sound origin for rotating bmodels
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Client: reorganize client frame for better compatibility
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Network: protocol was updatetd to version 49 (this is not match with GoldSrc just same number)
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Client: rewrite handling of client-only models
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Engine: rewrite conception of network user variables (info strings)
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Network: fix network message fragmentation
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Console: now in-game console can displayed all the message from engine starts and nothing to skip
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Network: rewrite net graph code, optimize
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Newtork: adds the debugging tools fakelag and fakeloss
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Client: rewrite client trace allow to collide with pmove->visents properly
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Client: loading quake-style icons for "loading" and "paused" images.
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Client: get support for quake1 fixed fonts
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Client: rewrite temp entities, tune effects constants and other things
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Client: cull tempentities with PVS
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Render: change fog handle to prevent some troubles in mods that based on SoHL.
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Render: decals on translucent surfaces is now properly sorted from backside view
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Render: optimize water waves (perfomance)
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Render: merge decals into batches on world geometry (perfomance)
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Render: add a new cvar r_lightmap_nearest to show unsmoothed lightmaps (debugging thing)
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Render: apply box filter to 1-bit alpha channel (remove ugly borders)
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Render: get support with func_details that contain alpha-test textures
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Render: rewrite sorting of translucent entities and brushfaces
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Render: new code for lighting studio and alias models
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Render: handle typical gl-errors while gl_check_errors is set to 1
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Render: particles code was rewrited
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Render: now tracers uses external texture sprites/dot.spr instead of procedural particle (same as in GoldSrc)
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Render: some fixes for random tiled textures
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Render: rewrite sprite lerping between frames, fixup some errors
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Render: interpolate attachment origin for attached sprites in case a parent doesn't have a real attachment points
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Render: studio glow-shells was rewritten, fix broken shell normals (old GoldSrc bug)
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Render: allow model scale on studio models culling (cause problems in SoHL-based mods)
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Render: compute true min-max for all studio models automagically (this useful on client trace for pmove->visents)
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Render: remove picmip and skymip code
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Render: disable GL_EXT_texture_lod_bias on all Intel cards (this cause problems)
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Render: handle skybox images for Quake1 and Half-Life rules (underline suffix issues)
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Render: render stub texture for missed skyboxes
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Sound: rewrite sound PHS occlusion, fixup some errors
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Input: fix old bug where buttons automatically unpressed during changelevel
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Engine: totaly rewritten code for system of config executes, eliminate re-executing etc
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Console: cmd "mapstats" now displayed map compiler name (if available)
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Console: commandline option -oldfont is cause to load console font from gfx.wad (like in GoldSrc)
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FS: allow to place wad-files into pak-files (and keep right acess order)
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FS: rewriting games analyze on engine startup (missing gameinfo, empty mod folders and other problems)
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Engine: clipping hull sizes is now shared across network
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Server: disable extended pusher physics as default (it will activated with feature ENGINE_PHYSICS_PUSHER_EXT)
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Engine: rewrited dedicated server code (restarting and cmdline)
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Engine: load colored lighting from external file mapname.lit (quake feature)
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ImageLib: allow to interpret masked textures as colored decals (GoldSrc can too)
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SoundLib: update mpeglib version to avoid glitches and crashes on mp3-seeking.
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Server: remember last issued map and restart from them (cvar hostmap)
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Server: properly handle of func_monsterclip tracelines
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Server: disable PAS for singleplayer (same as in GoldSrc)
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Server: fix error with user message overflows (thx albatross)
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Server: allow to spawn unnamed entity with class "custom"
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Server: new code of velocity normalization
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GameUI: fixup menu buttons loader (0-entries palettes)
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Engine: many small fixes and other improvements that i can't to list all them here
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build 3597
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Engine: implemenantion of generic extension of BSP file format. Some extra lumps used by mods to get a new features like terrains, improved lighting etc
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Engine: rewrite PVS system for variable PVS radius that can be used as FAT pvs or FAT phs without recalculating vis-array
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Engine: starting to implement a new global feature that called HOST_FIXED_FRAMERATE to get client and server with constant fps (xash-based mods only)
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Render: some unsed funcs from RenderAPI was replaced with usefully funcs. Backward compatibility stay keep on
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Render: added few function in RenderAPI for SDLash3D by Albatross request
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Render: get support for loading multi-layered textures (for potential landscape implemenantion)
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Client: added two funcs into engine interface for custom interpolation on the client
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Server: allow to write map lums on a server to store userdata (physic collision, ai nodegraph as example). Works with extended BSP format only
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Server: physic interface was updated and expanded to get more control over player and entities simulation
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Client: demo protocol was changed to 2 ( allow comment in demo header)
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Client: demo playing is now using interpolation of client view angles
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Client: fixup some issues on demo playback
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Client: fix broken parametric entities (rockets in TFC as example) in multiplayer
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Client: net graph implementation like in GoldSrc
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Client: fixup ugly "un-duck" effect while after changing level (see for example transition from c0a0b to c0a0c)
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Client: clean-up and rewrite predicting code to get more compatibility for original prediction
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Client: handle colon separately for client version of COM_ParseFile (like in goldsrc)
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Client: finalize NETAPI. Now it can handle servers list from a master server (and display on a built-in client browser of course)
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GameUI: fixup color-strings that sended across network as server names or player names
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Client: texturebrower and overview mode now is not affected to player moving in world
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Client: accumulate pmove entities right after handling delta's not after world rendering
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Client: change master server address and request to actual
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Client: exclude dead bodies from solid objects in pmove processing
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Engine: fixup wad parsing from "wad" string in worldspawn settings (broken in previous version)
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Client: new style of displaying FPS counter
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Network: remove compression routine (very low efficiency)
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Client: fix muzzleflashes decoding from an studio animation event
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Engine: fix crash\hanging while trying to play AVI-file when codec is not-installed
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Client: change color handle for viewbeams (remove color normalization)
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Render: rewrite waves on water surfaces, uses table sin, increase speed and look close GoldSrc
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Render: completely rewrite texture loader, remove obsolete code, added support for multi-layered textures and float textures, fix errors
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Render: now "gl_texturemode" is obsolete and removed. Use "gl_texture_nearest" cvar instead
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Render: improved doble-cloud layering sky for Quake. reduce parallax distorsion
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Render: completely rewrite OpenGL loader. Remove obsolete extensions, fixup some errors
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Render: moved lightstyle animation from render frame loop to client frame loop (to prevent execute lightstyle animation on multipass viewing)
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Client: fixup studio culling on models with non-default scaling (large models in SoHL)
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Sound: change DSP code to get DSP effects like in original GoldSrc
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Sound: rewite sound PHS code. Now it can be useful
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Sound: first implenantion of raw-channels manager (in future this will be used for a custom video playing in xash-based mods and voice stream)
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Sound: sentence sounds now can be freed after playing (and saves some memory)
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Client: get VGUI backend to implement of lastest version of vgui.dll
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Engine: sort commands and cvars in alpha-bethical order. Include scripting functions from SDLash3D
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Console: now map list show an extension or type of various map and mapstats check level for transparent water support
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Console: replace the console buffer with effectively circular buffer (up to 1mb messages)
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FS: do complete revision of filesystem code, remove WAD2 support
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ImageLib: fix crash in quantizer while image is completely black
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Server: ignore sounds from pmove code when prediction is enabled
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Server: change userinfo handling, fixup info send to all the clients
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Server: fixup player animtion timings
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Server: enable cl_msglevel to filter up unneeded messages
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Server: restart server right if circular buffer pointer was exceeded 32-bit limit value
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Server: fixup player think timings
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build 3366
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Render: get support for custom DXT encoding (custom renderers only)
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Render: remove image program stuff (just not used)
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Engine: adding support for new wad filetypes (like DDS images) and wad imagetypes (normalmap, glossmap etc)
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Render: implement tiling on the studiomodels
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Client: do revision of predicting implementation, fix errors, more clean code
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Client: implement prediction error to avoid ugly blinking view on moving platforms when predicting is enabled
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Render: fixup the DDS loading code (invalid calc for mip-sizes)
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Client: fixup parser of detailtextures when texturename contain symbol '{'
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Render: added experimental hint for Nvidia drivers for force select Nvidia videocard when engine is running
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Engine: rewrote condition to calculate level CRC (singleplayer or multiplayer)
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Engine: added cvar r_wadtextures like in HL. First load textures from the wad, then from BSP
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Server: fix bug with cl_updaterate variable (always get default values if not changed by user)
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Server: recalc the ping time correctly
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Server: fix bug with too long player name
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GameUI: fix bug with 4-bit bmps buttons (image cutter)
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build 3224
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Client: make players solid for prediction code
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Client: change out of band request to make compatibility with custom master-servers
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Client: reject triggers and other like things for prediction code
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Client: fix the potential crash in prediction code
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Render: fix the potential crash in image loader
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Client: fix thirdperson camera culling
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Console: experimental fix for console problems with word-wrapping
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Network: fix bug in BF_WriteBitAngle function (thx mittorn)
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Network: rewrite clamping bounds for delta-variables (it was incorrectly)
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Network: change address of master server (now master is working)
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Server: some changes for client connection\disconnection to prevent possible errors or crash the server
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build 3153
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Render: RenderAPI update. New parm PARM_REBUILD_GAMMA to differentiate from map restart or change level when called from GL_BuildLightmaps
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GameUI: increased slots for savedgames\multiplayer maps up to 900
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build 3145
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Engine: add support for studiomodels with fixed texcoords multiplier (a studiomodel format extension)
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Engine: first experimental implementation of client movement predicting code (thx SovietCoder)
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Engine: first experimental implementation of client movement interpolation code (thx SovietCoder)
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Engine: some small bugfixes
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build 3030
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Client: remove demoheader.tmp while engine is shutting down
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Render: allow .dds format for detail textures
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Render: get support up to 16384 verts per submodel for studio models
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Render: disable vertical sync while level is loading
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ImageLib: allow support big textures up to 8192x8192
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ImageLib: rewrited code for detecting alpha in DXT3, DXT5 formats
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build 3000
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Render: new render info parm PARM_TEX_GLFORMAT for getting a real format for a given texture
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Server: added a engine memory allocations through internal mempool and function GetTextureData (a part of tracing alpha-textures)
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Client: clamping client pmove time if fps is too high
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Client: new fps counter-style that showing min and max values (cl_showfps 2 to enable)
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Render: get support for DDS textures (DXT1, DXT3, DXT5 and ARGB is allowed)
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Render: get support for floating depth-buffer texture (high prescision depth-buffer)
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Render: added VSDCT internal texture
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Render: add support for seamless cubemaps
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Render: fullscreen resolution auto-detect on first launch
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Render: added resolution 1600x900
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Render: new command line option -gldebug (enable internal GL-driver debug info)
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Engine: fix bug with CRC calculation on BSP31 format (thx [WPMG]PRoSToTeM@)
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FS: additional check to prevent error "Mem_Free: not allocated or double freed (free at filesystem.c:1489)"
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FS: fix FS_Eof function (thx [WPMG]PRoSToTeM@)
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VGUI: handle ESC key while VGUI is shown
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Engine: allows to load "deluxedata" from base folder even if a map placed in game folder (probably it was a stupid limitation)
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Server: replace Host_Error "ED_Alloc: no free edicts" with Sys_Error to prevent possible troubles
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build 2900
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Console: add detection for Paranoia 2 maps (show message in console)
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Engine: fix playing video when fps_max is 0 and framerate too high
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Engine: add function TraceSurface into pmove, EventAPI and PhysicAPI interfaces
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build 2867
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Client: another extension for EventAPI: function EV_SoundForIndex to get soundpath from soundindex
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Render: RenderAPI update. New flag TF_NOCOMPARE to disable comparing for depth-textures and PARM_CLIENT_ACTIVE (self-explanatory)
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Server: PhysicAPI update. Add support for file searching.
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Client: fix a little bug in CL_AddVisibleEntity
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Client: check rectangles right for hud.txt
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Client: fix demoplaying in background mode (changelevel etc)
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Client: fix SOLID_CUSTOM support in client trace
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Render: create debug context for powerful OpenGL debugging
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Render: fix bug with kRenderWorldGlow
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Sound: add two new cmds: spk and speak like in GoldSrc
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GameUI: fix buttons bmp loader
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build 2664
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Engine: restore right ordering of arguments of SV_StudioSetupBones export
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Render: a some cosmetic changes in RenderAPI
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Client: make levelshots for background demos
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Client: now cmd 'startdemos' invoke to play demos sequence like as background map
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Client: increase demo auto-naming from 100 up to 10000
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Client: fix bug with inverted PITCH of non-local playermodel
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Client: added FireCustomDecal into EfxAPI (was missed)
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GameUI: fix some crashes after end the background map (like call of trigger_endsection)
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Client: eliminate muzzleflash copy from mirror reflection in normal view
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Render: fix bug with max_texture_units clamping
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Render: completely remove glScissor calls (just unused)
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Render: update thirdperson code for mirrors
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Render: rewrite viewport setup code
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Render: fix software gamma adjustment bug while flashlight is enabled
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Render: reset vid_displayfrequency if current value isn't support by user display. Throw warning message
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Engine: allow new param in gameinfo.txt who called soundclip_dist <radius>. Default is 1000.
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Sound: new cmd 'playvol' like in GoldSrc
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Server: fix crash in 'Gunman Chronicles' at map end1.bsp
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Engine: show more infos with cmd 'mapstats'
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Network: fix bug with DT_TIMEWINDOW_8
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Server: fix bug with triggers with 'liquid' textures
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Server: fix some bugs in PVS calculation on server
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GameUI: enable auto-refresh of actual multiplayer maps list
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GameUI: update 3D playermodel preview for 16:9 screen aspect
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build 2636
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Engine: added internal loader for deluxemap data (.dlit file that produces VHLT)
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Engine: msurfmesh_t was reorganized to complex vertex data instead of single arrays (VBO-ready)
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Engine: decal_t now contain msurfmesh_t with all vertices and texcoords
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Render: RenderAPI interface updated to version 35
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Render: get support for float textures format (GL_ARB_texture_float is required)
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Render: implementation of image program preprocessor, like in Doom3, syntax: AddNormals( texture1.tga, texture2.tga );
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Render: get acess to internal tesselator through RenderAPI
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Server: a little update for PhysicInterface: get support for custom decal save\restore
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Client: separate levelshots for wide-screen and normal screen
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Client: revert parametric rocket implementation (previous was lost between two backups)
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Client: fix a potentially crash when calling function IsSpectateOnly
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Client: now 'ESC' button while playing video invoke jump to next video in list (instead of completely stopping video)
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Client: fix bug when demo ends up (Connection Problem)
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Client: now compensate screenshot gamma is toggleable (cvar "gl_compensate_gamma_screenshots")
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Render: optimize decal code, remove unused functions
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Render: now all the lightmaps stored into 1024x1024 texture
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Render: add cvar "gl_detailscale" for customize _detail.txt generation
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Render: fix some errors with studiomodels lighting
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Sound: increase maximum count of words in sentence up to 64 (from 29)
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Engine: fix broken recursion in Cmd_CheckMapLis_R (potentially crash)
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Client: passed keyup event through HUD_KeyEvent callback
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Network: change delta params for skycolor_* variables (in some cases color value was incorrect received)
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Network: fixed TIMEWINDOW_BIG mode
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Engine: add engine build number into console log
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build 2463
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Engine: reorganize data in texture_t. Release one variable for mod-makers
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Engine: change decal_t structure get compatibility with GoldSrc
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Engine: expanded mextrasurf_t reserved fields up 32
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Engine: update player_info_t (added customization_t like in SDK 2.3)
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Engine: increase local_state_t->weapondata up 64 slots
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Engine: update IVoiceTweak interface
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Engine: new lightstyle system with local time and custom interpolation
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Engine: fix bug with lightstyle save\restore (only first 64 symbols of pattern was saved)
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Engine: update r_efx_api_t interface
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Engine: update engine_studio_api_t, remove uncompatible function StudioGetTexture, added three new (thats came from CS:CZ)
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Engine: added ref_overview to support custom overview implementation
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Engine: render interface is outdated now. New render interface has version 30 (too much changed)
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Engine: update triangleapi_t interface
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Engine: update cl_dll interface (also added support for signle export that called 'F')
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Engine: a lttle update for enginefuncs_t (server interface)
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Client: fixed crash on shutdown when custom renderer uses AVI-files
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Engine: applaying scale for decals on brushmodels or world geometry
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Engine: update model_state_t thats keep info about studiomodels for studio decals. Include body and skin
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Engine: get support for custom studiocache on static and tempents
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Engine: write R_Srpite_WallPuff from pEfxAPI
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Client: fix bug with beam sorting (solid beams was drawing in translucent pass)
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Render: add special flag for decals thats indicated local space (any decal after first shoot)
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Render: apply emboss filter on studiomodel textures
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Render: rewrite client event system for studiomodels. Get more predictable results
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Network: write existing decals and static entities into new demo
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Network: protocol was changed to 48
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ImageLib: fix old bug with save non-aligned 8-bit bmp files
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Server: fix bug with reloading hl.dll when map was changed every time
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Server: a client part of save-file is outdated. New version is 0.68
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build 2402
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Engine: added new feature flag for compensate stupid quake bug
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Client: update the render interface, added usefully function GL_TextureTarget
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Render: get support for GL_RECTANGLE textures
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Client: fix playerangles in event receive (Paranoia bug with decals)
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Render: fixed mipmap generation for normalmaps (TF_NORMALMAP)
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Render: added two built-in textures: *blankbump and *whiteCube (self-explanatory names)
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Engine: made better check for Half-Life alpha maps (version 29 with colored lighting)
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build 2271
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Client: fix message TE_GLOWSPRITE. The gaussgun in Xash Mod is properly worked now.
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Client: restore studio check for missed models and ignore them instead of call the Sys_Error
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Server: fix crash in Gunman Chronicles (scorcher issues)
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build 2223
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Engine: added option "nomodels" for liblist.gam (disallow user to choose playermodel)
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Client: a new callback for render interface who called R_DrawCubemapView. This fixes cmd "envshot" for XashXT
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Client: store screenshots into root of folder "scrshots" instead of "scrshots\mapname"
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Client: engine using callback CL_CameraOffset now
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Client: fix angles for cmd "envshot"
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Render: rename a miss cvar "r_anisotropy" to real name "gl_anisotropy"
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Render: now "r_speeds 4" displays an actual count of "real" static entities that was created by call of MAKE_STATIC function
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Render: fix bug with blinking Quake Sky while autosave in progress
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Render: keep actual hardware gamma for multiple instances of application
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Engine: get support for Half-Life alpha maps (that has version 29)
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Server: fix the client rejection mechanism
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Server: using the pfnClientDisconnect callback
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Server: some changes in physics code (for MOVETYPE_PUSH)
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build 2153
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Render: added cvar "gl_nosort" that disables sorting of translucent surfaces
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build 2148
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Engine: implement support of new BSP format that called BSP31
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Engine: added new feature - big lightmaps 256x256 instead of 128x128. This is used for new BSP format 31
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Render: new texture viewer implemented (navigate pages with arrow keys)
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Engine: added cvar gl_keeptjunctions from Quake (removes a collinear points, economy some vertexes)
|
||
Sound: test thing: release sentence sounds after playing
|
||
Engine: rewrited code for anti (_-=ZhekA=-_) system
|
||
Console: don't moving cursor if autocomplete was failed on second or all next arguments
|
||
Engine: release all elements of client game cvar (was potential memory leak)
|
||
Engine: allow change game for dedicated servers
|
||
Server: added default case for Studio Blending Interface while server is not loaded (e.g. remote connection). Was here a potential crashpoint.
|
||
Engine: parse "wad" field from entity string and use wad ordering for loading textures that may have matched names but placed in different wads
|
||
Network: change protocol to 47. Old demos will stop working.
|
||
Network: rewrite delta-comparing code. In theory this may reduce a network traffic
|
||
Server: fix crash for fast switching between singleplayer and multiplayer
|
||
Server: optimize MOVETYPE_COMPOUND code
|
||
Server: added missed flag FL_FAKECLIENT for bots
|
||
|
||
build 2112
|
||
|
||
Engine: fix bug with ambient sounds that won't writes into demo
|
||
Client: allow plaque 'loading' between demos change
|
||
Client: make work fade flag FFADE_MODULATE
|
||
Render: fixed underwater fog recursive leaf search code (thx XaeroX)
|
||
Render: replace all 'random' calls in CL_RocketTrail code from RANDOM_LONG to rand() to get more compatibility with original quake particles
|
||
Render: adding default studiomodel bbox for right culling client static entities
|
||
Sound: add info about background track state into console command "s_info"
|
||
Sound: increase static channels count up to 128
|
||
Client: write background track state into demo
|
||
Engine: fix crash when typing 'cvarlist' into console
|
||
FS: allows lookup system files into root directory (e.g. vgui.dll etc)
|
||
Engine: added new command 'modellist" (prints list about all loaded models)
|
||
Engine: add terminator for entity string to be guranteed have valid end of the entity string
|
||
Engine: purge all fake bmodels from previous map when server is changed
|
||
Memory: increase check for filename debug length from 32 to 128 characters
|
||
Server: background track which will be specfied from worldpsawn settings now are looped
|
||
Engine: fix bug with recorded demos in Quake Remake after changelevel
|
||
GameUI: 'gamestartup.mp3' now are looped
|
||
Server: fix the SV_StudioSetupBones interface declaration error (thx maricool)
|
||
Render: change MAXSTUDIOTEXTURES limit from 128 to 256
|
||
Client: change passed argument for HUD_Frame callback from cl.time to host.frametime (thx XWider)
|
||
Client: remove screen align to prevent deform on resolution 1366x768
|
||
FS: do check what mod folder is really existed (this helps avoid to creating empty folder)
|
||
GameUI: replace checkbox "Allow Software" with "Vertical Sync" in menu "Video Modes"
|
||
|
||
|
||
build 2015
|
||
|
||
Server: fix the sound problem with weapons
|
||
Render: added rendermode kRenderWorldGlow (6) like in HL2
|
||
Server: added new callback into PhysicsInterface that named SV_TriggerTouch
|
||
Client: kill a little jitter for monsters that standing on elevators
|
||
Client: fix very old bug (initially comes from Quake1) with efrags relinking on a static client entities
|
||
Sound: got rid of message "S_PickChannel: no free channels" when breakble objects were broken.
|
||
Engine: ignore to load HD-textures when dedicated server is running
|
||
Client: count of static entities increased up to 512
|
||
Render: fixed bug with wrong clamping on 3D textures
|
||
Render: added a new one internal texture - gray cubemap that named as "*grayCube" without quotes
|
||
Render: disable depth mask on studiomodels when render mode is "additive" (original HL rules)
|
||
Sound: added a new untested feature for cull sounds by PAS on the client. Cvar "s_phs".
|
||
Sound: add save\restore for all dynamic sounds in-game
|
||
Sound: add save\restore for background track
|
||
Engine: added two new cvars called "build" and "ver" for more info
|
||
Engine: get support for loading game dlls from packfile
|
||
Engine: get support for transparent conveyor belts. Texture name must starting from "{scroll"
|
||
Sound: fix bug in wav-streaming code
|
||
Server: add save\restore for client static entities (engine function MAKE_STATIC is now useful!)
|
||
Server: remove command "map_backgound" in dedicated server mode
|
||
Server: disable "Touch" function when playersonly-mode is active
|
||
GameUI: don't draw logo.avi from root folder with user mods
|
||
Client: added partially HD-textures support for sprites
|
||
Server: now custom message code check all the visible portals (Xash-mod feature)
|
||
Server: add quake-style for BSP hulls selection (cvar sv_quakehulls set to 1)
|
||
Engine: remove jpeg image support (just unneeded)
|
||
Server: remove ugly movement delay after map loaging in singleplayer
|
||
Render: check studio skins for negative values to prevent possible crashes
|
||
Console: fixup negative values for "scr_conspeed" variable
|
||
Render: fix interpolation bug for studiomodels on internal studio renderer
|
||
Physic: transform trace BBox into local space of bmodel
|
||
Engine: implement new system of engine features that can be enabled by Mod-Maker request
|
||
Engine: build BSP surface meshes for Mod-Makers. e.g. for build collision tree of VBO\VA custom rendering
|
||
Engine: allow support of large maps up to +\- 16384 units (need to edit delta.lst and enable feature in the engine)
|
||
Engine: rewrite MOVETYPE_TOSS, MOVETYPE_BOUNCE etc
|
||
Client: implement new draw type TRI_POINTS for TriAPI
|
||
Client: changed snapshot name from mapnameXXXX.bmp to mapname_XXXX.bmp (by Qwertyus request)
|
||
Client: write experimental code for interpolate bmodels movement (pev->animtime must not equal 0 for enable)
|
||
GameUI: allow scissor for enginefunc pfnDrawCharacter
|
||
Network: protocol changed. replace obsolete message svc_frame with message svc_restoresound
|
||
Client: remove pieces that stuck in the walls for TE_BREAKMODEL message
|
||
Render: fix mode r_lighting_extended 1 for prevent permanently black lighting in some cases
|
||
Render: global fog update. get the uniform color for all the underwater objects (thx n00b)
|
||
Render: fix issues with conveyor HD-textures (it can moves slower than physical conveyor speed)
|
||
Render: added support for HD-textures for normal sprite frames (non-HUD sprites)
|
||
Render: sorting meshes for studiomodel surfaces (draw "adiitive" surfaces at end of the list)
|
||
Render: release GL-context when engine is shutting down
|
||
Render: set gl_allow_static to zero as default
|
||
Sound: set s_cull to zero as default
|
||
Input: fix problems with call WC_SYSMENU instead of user-defined command when ALT is pressed
|
||
Console: add a new command that called "mapstats" and works like bspinfo.exe
|
||
Physic: added new meta-type SOLID_CUSTOM that could be traced in game dlls with physic API
|
||
Pmove: get to work PM_CheckStuck on a server-side
|
||
Server: added a new cvar that called a "sv_validate_changelevel" for skip any checks with changelevel problems
|
||
Server: make check for recursive changelevel (and ignore it)
|
||
Server: fix the problem with non-sended events when a player sight cross-line contents
|
||
Server: rewrite MOVETYPE_STEP and MOVETYPE_PUSHSTEP physics
|
||
Server: allow to MOVETYEP_PUSH blocking by dead bodies
|
||
Server: fix bug with MOVETYPE_FOLLOW
|
||
Server: added TriAPI through Server_PhysicsInterface for debug purposes
|
||
GameUI: replace broken letter '¸' with 'å'
|
||
GameUI: don't draw logo.avi for mods without this file in gamedir
|
||
GameUI: fix buttons loader bug
|
||
GameUI: enable scissor for all ScrollList menus
|
||
GameUI: restore the menu buttons control from keyboard
|
||
Client: get walk animation support for 'wrong' player models that uses different skeleton
|
||
Server: ignore savegame during intermission (used for Quake remake)
|
||
Render: merge mirrors with same plane into one pass (perfomance option)
|
||
Render: fix errors in function GL_CleanupTextureUnits (it was cause problems in XashXT)
|
||
Render: allow decals on 'Solid" surfaces: grates, ladders etc (thx n00b)
|
||
Render: rewrite "r_lighting_extended 2" mode
|
||
Render: add optional texture sorting for models with Additive and Transparent textures (r_studio_sort_textures cvar)
|
||
Engine: makes AABB transform trace an option for switchable engine features
|
||
Engine: allow studiomodel textures up to 4096x4096 (for indexed images)
|
||
Server: merge PVS for looking for client through portal cameras
|
||
Server: fix bug with collect savegame info from basedir (e.g. valve)
|
||
|
||
|
||
build 1905
|
||
|
||
Physic: fix trace bug when model is missing
|
||
Client: implement function TriScreenToWorld
|
||
Server: add local times for all the clients
|
||
Server: implement unlag system
|
||
Client: added ex_interp variable
|
||
GameUI: added support for playermodel images (preview thumbnails)
|
||
Engine: fix potentially crash in menu after calling Host_Error
|
||
Engine: fix crash on Cry Of Fear modification (memory corrupts)
|
||
Engine: first implementation of HLTV
|
||
Render: fix a little bug with engine mirrors
|
||
Sound: implement separate volume controls for background track and game sounds
|
||
Sound: fix wrong position for dynamic sounds in case parent entity never has updates on the client
|
||
Client: first implementation of extended engineinterface.
|
||
Server: fix bug with update movevars after the server initialization.
|
||
Input: cancel mouse movement while switches between menu\console and game
|
||
Render: added function R_EntityRemoveDecals into RendererInterface
|
||
Render: fixed bug with crash engine on custom resolutions while makes a screenshot (e.g. 1366x768)
|
||
|
||
build 1850
|
||
|
||
Physic: add check for liquid brushes that has only hull0
|
||
Render: draw decals without culling on the transparent surfaces
|
||
Engine: fix decal transition bug on global entities
|
||
Client: fix "r_drawentities 5" debug code in client.dll
|
||
Render: rewrited detail texture code for using detail scale for each diffuse texture instead of each detail texture
|
||
Render: custom render interface is changed to version 26
|
||
Engine: added custom studio decals serializtaion
|
||
Server: fixed check for russian letters in the commands "say" and "say_team"
|
||
Server: physics interface is changed to version 6
|
||
Client: allow console in multiplayer even while dev-mode is disabled
|
||
Engine: added new message SVC_STUDIODECAL that passed through engine and call function in extended rendered interface
|
||
Engine: hook PrintScreen and manually writing screenshot into clipboard
|
||
Render: fix decals drawing when rendermode is TransColor
|
||
Render: add support for cubemaps, 1D and 3D textures
|
||
Render: added some new internal textures that using by Xash-Mod 0.5
|
||
Render: fix reflection for Glow-Sprites and follow beams
|
||
Studio: fix poly-counter for studio models
|
||
Engine: add support for userconfig
|
||
Engine: allow letter '¸' in console and chat-mode
|
||
Engine: fix REG_USER_MSG for messages that registering in-game
|
||
Server: clear savedir when new game is started
|
||
GameUI: loading maps.lst from basedir while mod doesn't contain multiplayer maps
|
||
Network: implemented QueryCvarValue and QueryCvarValue2
|
||
Physic: new pm-trace code, new server trace code, new studio hitbox trace code
|
||
Client: rewrite demo record and playback
|
||
Render: add support for STUDIO_NF_FULLBRIGHT
|
||
Physic: fix pmove trace bug
|
||
|
||
build 1770
|
||
|
||
Client: add command "on"-"off" for virtual CD-player
|
||
Client: add command "snapshot" that save screenshots into root folder
|
||
Client: add studiomodel missed flags like in Quake (EF_ROTATE, EF_ROCKET, EF_GIB etc)
|
||
Sound: clear LOOP flag for engine funcs PlaySoundByIndex and PlaySoundAtLocation
|
||
Render: fix r_wateralpha, move cvar to server and allow save-restore it
|
||
Render: fix old bug with surface->flags
|
||
Render: fix crash when studiomodel isn't loaded but trying to draw
|
||
Render: remove cvar gl_texturebits
|
||
Render: allow 16-bit color mode when decktop has same
|
||
Render: rename "vid_gamma" to "gamma", make backward compatibility with GoldSource config
|
||
Sound: get support for automatic ambient sounds like in Quake
|
||
Sound: add cvar "s_combine_channels" that trying to combine mutilpe channels with same sounds into one
|
||
Engine: add "secure" option support for both liblist.gam and gameinfo.txt
|
||
Engine: fix bug determine current directory
|
||
Server: fix bug when some sound messages can't be sended to client (e.g. not vised map)
|
||
Render: allow to load hi-res quake sky (two layers called as sky_solid and sky_alpha)
|
||
Physic: fix trace bug when bbox mins are 0 0 0 and bbox maxs are positive values (like quake boxes)
|
||
GameUI: add checkbox "allow materials" in menu Video Options.
|
||
Client: implement "viewsize" cvar
|
||
GameUI: add new function to inteface called as pfnProcessImage
|
||
Client: add support for default studiomodel flags like quake effects (light, smoke, blood etc)
|
||
Render: add engine mirrors (can be set on map with texture "decals.wad\reflect1")
|
||
Client: rewrite client font system to allow support for "hud_scale" feature
|
||
Client: re-enable client static entities (see engine function MAKE_STATIC for details)
|
||
Sound: clear "loop" flags for client engine functions PlaySoundByName and PlaySoundByIndex
|
||
Client: fix potentially crash in StudioRemap code
|
||
Client: finalize 'GlowShell' effect on StudioModels
|
||
Render: implement software gamma control that based on lightmap adjusting (gl_ignorehwgamma 1)
|
||
Render: restore projection and modelview matrices before call V_CalcRefdef to avoid errors on custom rendering (e.g. HLFX 0.5, Trinity Renderers)
|
||
Render: remove all stuff for 3dfx gamma control
|
||
Render: add missing function R_ScreenToWorld
|
||
Engine: add "icon" option support for both liblist.gam and gameinfo.txt
|
||
Render: get support for rotational skybox that can be saved and restored with current angle
|
||
Engine: fix bug with incorrect detecting Blue-Shift maps in some rare cases
|
||
Engine: add autocomplete for 'entpatch' command
|
||
Engine: fix Host_Error issues
|
||
Network: add IPX and IPX_BROADCAST for backward compatibility with GoldSrc
|
||
Engine: do revision for 'allow_studio_scale' cvar in trace code
|
||
GameUI: added support for Steam backgrounds
|
||
GameUI: hide input symbols for "password" field in "create server" menu page
|
||
Client: initial implementation of NetAPI
|
||
Render: clear decals code. Add transparent rendering for 'glass' decals
|
||
GameUI: added new argument for pfnPIC_Load.
|
||
GameUI: fix loading flipped Steam background images
|
||
Client: remove gravity for R_Implosion effect
|
||
Sound: add SND_MoveMouth16 for support 16-bit sounds lip-sync
|
||
Engine: fix potentially crash during parsing titles.txt when file is empty
|
||
Engine: increase MAX_VALUE field up to 2048 characters
|
||
Console: rename con_gamemaps to con_mapfilter
|
||
Sound: add check by PVS for dynamic entity channels
|
||
Sound: add sound culling by geometry (cvar 's_cull' for enable or disable)
|
||
Server: fix changelevel bug
|
||
Engine: fix sound pathes with backward slash
|
||
Engine: rewrite COM_LoadFile and LoadFileForMe for use malloc instead of engine Mem_Alloc
|
||
Server: check date for entitypatch to avoid loading too old pathes (when map is never than path)
|
||
Server: bug fixed in CreateNamedEntity (on create not existed entities).
|
||
Server: rewrite engine func pfnAlertMessage to avoid crash in AM:Rebrith
|
||
Server: align memory for edicts by 4 (this help to avoid crash in Poke646)
|
||
Render: bugfixed with rotational brush culling (perfomance)
|
||
Server: changelevel bug fixed (accumulate global entities)
|
||
Server: changelevel bug when entitypath on new level is too old (new level is never than him entitypath)
|
||
Server: physical inetrface for custom physic implementation is updated to version 5
|
||
Physic: fix bug with MOVETYPE_COMPOUND
|
||
Server: fix bug with force_retouch on start the level (to avoid crash in Todesangst2 on t2e1m10)
|
||
Render: fix rendering for FACE_UPRIGHT sprite types (doom-like sprite monsters)
|
||
Protocol: shifted up additional EF_ flags to avoid collisions with Trinity Renderers
|
||
Render: now hardware gamma-control is fixed
|
||
Client: implement new render interface for custom renderer implementation (current version is 12)
|
||
Client: added two new funcstions into event API (IndexForEvent and EventForIndex)
|
||
Client: added new function into IEngineStudio interface (StudioGetTexture) for custom rendering implementation
|
||
Client: passed server beam entity through client function HUD_AddEntity, make force to add menu entity (player setup)
|
||
Client: passed static client entities through client function HUD_AddEntity
|
||
Physic: add support for rotational water and triggers
|
||
|
||
build 1662
|
||
|
||
Client: implement StudioRemapColors function
|
||
Client: add simple shadows for stduiomodels (disabled like in GoldSrc)
|
||
Client: fix some Paranoia bugs when custom renderer is disabled
|
||
Client: implement overview tool (dev_overview)
|
||
Client: add debug commands linefile and pointfile
|
||
Client: get support for full-color external textures (tga format) - world, studiomodels and decals
|
||
Client: fixed some HLFX 0.6 bugs
|
||
Client: fixed follow studiomodels (like flags in CTF)
|
||
Server: add pfnGetApproxWavePlayLen
|
||
Sound: get support for mp3's with wav header
|
||
Server: fixed FIND_CLIENT_IN_PVS
|
||
Server: fixed PlaybackEvent, use camera PVS point when client see in
|
||
Render: enable lightmaps on a transparent surfaces like windows (r_lighting_extended 2)
|
||
Server: func_pushable can push players which standing on (sv_fix_pushstep)
|
||
Render: partially fix for underwater fog (temporary solution)
|
||
|
||
build 1613
|
||
|
||
Client: fix drawing beams for 'solid' mode
|
||
Image: fix BMP loader for 4-bit color bmp's
|
||
Client: fix lightlevel calculating for local client (remove 'ambient' base from final value)
|
||
GameUI: first implementation of custom strings and support 'strings.lst' parsing
|
||
GameUI: replace unneeded button 'credits' with button 'previews'
|
||
Render: fix sprite interpolation
|
||
Render: fix angled sprites offset
|
||
Render: implement detail textures like in Steam Half-Life (thx n00b)
|
||
Client: rework env_funnel effect
|
||
Engine: get full support for input, processing and drawing russian letters
|
||
Console: add console commands 'messagemode' and 'messagemode2'
|
||
Console: fix bug with autocomplete (enable sort for found cmds)
|
||
Client: added HUD_ChatInputPosition for CS 1.6
|
||
|
||
build 1598
|
||
|
||
Client: fix crosshair drawing
|
||
Sound: change libmad mp3 decoder on a mpg123
|
||
Client: fix gibs randomization for TE_BREAKMODEL
|
||
Engine: fix modelloader bug (engine crash after not found map)
|
||
Video: add resolution 1366x768
|
||
GameUI: fix skill select
|
||
Network: change 'svc_setangle' message, include rollangle
|
||
Render: fix chrome rendering on a studiomodels
|
||
Render: added video memory economy mode - cvar 'gl_luminance_textures'
|
||
GameDLL: first implementation of extended engineinterface. Metamod is supported now
|
||
|
||
build 1557
|
||
|
||
Sound: fixed wrong sound angles when client see in the camera
|
||
Render: fix crash on change gl_texturemode and gl_anisotropy.
|
||
Client: change relationsip for GetLocalPlayer. Now it's always valid.
|
||
Server: rewrite SV_Multicast for correct work with custom user cameras
|
||
Server: rewrite FIND_CLIENT_IN_PVS like in QW
|
||
|
||
build 1540
|
||
|
||
Fixed many-many small and large bugs before final release
|
||
|
||
build 1529
|
||
|
||
FS: add "fallback_dir" option
|
||
Server: fix func_pushable interaction with movers. Add new cvar "sv_allow_rotate_pushables"
|
||
Server: added support for 'SV_SaveGameComment' export
|
||
Server: fixed backup for quick.sav and autosave.save (quick01.sav and autosave01.sav)
|
||
Client: add commandline option "-nointro" to skip start movies
|
||
Pmove: add sv_clienttrace that shared across network
|
||
Render: implement "envshot" and "skyshot" commands for make cubemaps or skyboxes
|
||
Server: fix remote connection (rcon)
|
||
Render: add glare reduction option in menu
|
||
Server: fix FindEntityInSphere bug (satchel issues in multiplayer)
|
||
GameUI: added to scrollbar in srcoll lists (thx ADAMIX)
|
||
|
||
build 1516
|
||
|
||
Engine: fix Sys_Error blowout
|
||
GameUI: implement new credits effect in Half-Life (when game is end)
|
||
GameUI: use system cursor instead of emulated
|
||
|
||
build 1515
|
||
|
||
Engine: fix some bugs
|
||
|
||
build 1507
|
||
|
||
Console: implement Con_NPrintf and Con_NXPrintf
|
||
Render: adding better lighting for studiomodels (right lighting for long sequences e.g. forklift.mdl)
|
||
Network: clamp all integer values to prevent them out of range
|
||
Client: VGUI implementation
|
||
Render: fix decals loading
|
||
Server: fix NAN error on a crossbow launch
|
||
|
||
build 1488
|
||
|
||
Render: fix invisible sprites when game is paused
|
||
Render: implement new better sprites lighting
|
||
GameUI: HL-style buttons (old good menu form WON version)
|
||
Render: fix some rendering bugs
|
||
|
||
build 1482
|
||
|
||
Engine: fixed critical bug
|
||
Launch: remove all built-in tools
|
||
Engine: add underwater fog
|
||
Engine: add cvar to control studio model scaling (enable or disable)
|
||
Engine: fixed bug with mouse in multiplayer (not work in menu)
|
||
Engine: fixed lag on rpg laserspot
|
||
Engine: added weapon and movement prediction (may be bugly, use with caution)
|
||
GameUI: added pfnRandomLong and pfnRandomFloat built-ins (and keep compatibility with old versions)
|
||
Engine: added map_background (special command for loading background maps like in Source Engine)
|
||
GameUI: added support for chaptermapbackground.txt script-file (random choose background maps)
|
||
Render: fix some rendering bugs for mods with custom renderer (Paranoia, HLFX etc)
|
||
|
||
build 1433
|
||
|
||
Engine: rework hitbox trace
|
||
Engine: implement new check for blue-shift map format
|
||
Engine: fix PointContents for custom contents checking (spirit)
|
||
Engine: fix "angle" field on maps (typically for gearbox)
|
||
GameUI: implement 'mouse look' checkbox
|
||
|
||
build 1430
|
||
|
||
Engine: fix crash with invalid room_type set (more than 60)
|
||
Engine: fix stuck on elevators or tracktrains for clients
|
||
|
||
build 1428
|
||
|
||
Engine: fix trigger_camera serialization bug
|
||
Engine: many-many physics bugs fixed
|
||
Engine: reworking monster's movement and path finding
|
||
Engine: hlfx 0.6 is now working
|
||
FS: fix bug with game and base directory dectecting when they matches
|
||
FS: watch for changes in liblist.gam and update gameinfo.txt (feature)
|
||
Engine: fix some rendering bugs
|
||
GameUI: added 'suitvolume' control
|
||
GameUI: rewrite playeyrmodel drawing, so you can shows changes when hi\low resolution button is toggled
|
||
GameUI: remove choosing audio and video library (interface changed!)
|
||
Engine: fix train startup sound on new level
|
||
|
||
build 1422
|
||
|
||
Render: fix decals serialization bug
|
||
Engine: fix movie plaback bug (black screen)
|
||
Engine: fix crash on loading encrypted client.dll
|
||
GameUI: now recalc resolution when vid_mode is changed
|
||
Sound: fix musicvolume bug
|
||
Image: fix indexalpha palette bug
|
||
Physic: fix stuck on some items (weapons, ammo)
|
||
|
||
build 1418
|
||
|
||
Tools: move all tools into launch.dll
|
||
Sound: moving snd_dx.dll into engine.dll
|
||
Sound: implement CDAudio emulator with support mp3 tracks from original Half-Life
|
||
Sound: implement mp3 support
|
||
GameUI: GameUI.dll renamed to MainUI.dll to avoid conflict with original valve's GameUI.dll
|
||
Engine: support for StartupVids.txt
|
||
Engine: get full compatibility with hl.dll
|
||
FS: recode wad resource management (now support lumps from wads with same name)
|
||
Engine: trigger_camera is now correctly saved and restored
|
||
Render: add sorting for translucent surfaces
|
||
Render: make support for 'static' models (any opaque non-moving brushes engine automatically make as part of world)
|
||
Render: correct serialization for decals on bmodels
|
||
|
||
build 1338
|
||
|
||
Engine: fix a broken demos recording\playing
|
||
GameUI: get support for internal resources (built-in)
|
||
GameUI: make font.bmp, cursor.bmp and typing.bmp as part of GameUI.dll
|
||
GameUI: remove demo menus heads.
|
||
|
||
build 1334
|
||
|
||
Engine: prevent auto-repeat for most keys in-game
|
||
Engine: implement AVI movies support (instead of RoQ support)
|
||
Engine: enable logo.avi in main menu (see GameUI source for details)
|
||
|
||
build 1313
|
||
|
||
Launch: code revision, remove dead code, implement some missed functions
|
||
Sound: fix some errors and crash
|
||
Sound: implement music volume
|
||
Sound: reworking sound mixer
|
||
Sound: implement DSP
|
||
Engine: add support for five mouse extra-buttons
|
||
Engine: fix some physics bugs
|
||
SDK: add blue-shift game source to SDK (combined with main game source)
|
||
|
||
build 1305
|
||
|
||
Engine: implement bit-stream network buffer
|
||
Engine: implement custom delta-encoding with user defined script (delta.lst)
|
||
Engine: reworking client entity for get more compatibility with original HL client
|
||
Engine: make SDK compatible with HLSDK 2.3 on the server-side
|
||
Engine: fixup across transition time-bug
|
||
Engine: completely rewrite server trace
|
||
Engine: rewrite hitbox trace
|
||
Engine: rewrite SV_PointContents
|
||
Engine: implement a new movetype: compound for gluing two entities together (like movewith in spirit)
|
||
Engine: fix toss entities on conveyors
|
||
Engine: rewrite MOVETYPE_PUSH
|
||
Engine: rewrite monsters movement code
|
||
Engine: reworking client and game interfaces
|
||
Engine: fix camera bugs (no sounds when client see in the camera)
|
||
SDK: fix many-many small HL bugs in original sdk code
|
||
Engine: fix trigger retouching system
|
||
Engine: adjust beam visibility
|
||
|
||
build 1271
|
||
|
||
Engine: enable server.cfg, listenserver.cfg, mapcycle.txt etc
|
||
Engine: got to work mapcycle.txt
|
||
GameUI: implement redefine keys menu
|
||
Engine: added autocomplete for cmd 'exec'
|
||
Engine: added version info in menu
|
||
|
||
build 1270
|
||
|
||
SDK: Shared launcher code
|
||
Engine: Partially fix bmodel interpolation
|
||
Engine: use standard .cfg files instead of .rc files
|
||
|
||
build 1269
|
||
|
||
Render: cut invisible water polygons
|
||
Render: implement EF_NOWATERCSG for control func_water backface culling
|
||
Tools: fix wadlib and spritegen round bugs
|
||
FS: implement binary search for wadlumps
|
||
Engine: revert low-res timer
|
||
Network: fixup userinfo fields 'model' and 'name'
|
||
Sound: implement custom pause for various sources
|
||
Input: disable mouse events when level is loading
|
||
GameUI: adding some missed dialogs
|
||
Render: fix interpolation on flying monsters
|
||
Render: fix wrong sprite attachments
|
||
Render: fix invalid frustum culling for studiomodels ( e.g. barnacle.mdl )
|
||
Physic: fix trace for rotating bmodels
|
||
Engine: fixup physinfo save\restore bug
|
||
|
||
build 1262
|
||
|
||
Engine: add 'allow_levelshots' cvar (disabled by default) to switch between custom levelshots and normal 'loading' screen
|
||
Client: remove fmod.dll implementation
|
||
Engine: implement variable-sized fonts (console, menu hints)
|
||
Sound: added support for stereo wavs plays (menu sounds)
|
||
Render: enable custom game icons (game.ico in mod folder)
|
||
Engine: move menu code into new user dll called GameUI.dll (based on original q2e 0.40 menu code)
|
||
FS: implement simple converter liblist.gam to gameinfo.txt
|
||
|
||
build 1254
|
||
|
||
SoundLib: ogg loop points (LOOP_START comment)
|
||
Client: recalc fov y for more matched with original HL
|
||
Bshift: fix env_laser entity
|
||
Client: fix fadeout for break model pieces
|
||
Gfx: replace default.bmp font with fixed alpha-channel (thx LokiMb)
|
||
Render: fix invisible beams behind glass
|
||
Render: fix glow-sprites drawing through walls (see also r_cullflares cvar)
|
||
FS: implement filter wadlumps by wadname (e.g. gfx.wad/backtile)
|
||
Render: implement kRenderTransColor
|
||
Engine: completely moving particle code into the client.dll
|
||
Client: implement tracers for sparks, garg streaks and bullets
|
||
|
||
build 1249
|
||
|
||
ImageLib: added support for 4-bits and monochrome uncompressed BMPs.
|
||
ImageLib: fix data align for NPOT textures in menu (e.g. slider.bmp).
|
||
StdLib: skip empty symbols in numerical string for atoi and atof.
|
||
Render: implement LoadSprite for custom client sprites (e.g. hud)
|
||
Sound: fixed bug with background music looping
|
||
Fonts: implement Half-Life creditfonts
|
||
Client: move client.dll to valve folder |