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NEW RELEASE: 2007-08-19 summer edition

by eihrul on 08/20/2007 09:36, 153 messages, last message: 09/12/2007 17:52, 231151 views, last view: 05/07/2024 05:12

http://sourceforge.net/project/showfiles.php?group_id=102911

Says the history.html:

* local server now respects "gamespeed" and "paused" vars
* added toggles for trilinear and bilinear filtering (via "trilinear" and "bilinear" vars)
* added "consize" var for controlling the size of the default/overlayed console
* server browser now sorts servers by number of players (empty servers still sorted by ping)
* directions and radiuses of entities now display in edit mode (toggled via "showentradius" var)
* added support for FBO depth+stencil format so dynamic shadows can render properly in water refractions
* "remip" now synchronized with all clients in coop-edit
* added "clearbans" command so masters can clear all bans
* added "floatspeed" var for controlling spectator/editmode movement speed
* added "outlinemeters" var for outlining capture meters
* added "teamskins" var for toggling usage of red/blue skins in FFA modes
* added "ogro" var for toggling use of Ogro
* models now use a bounding interval hierarchy for ray tracing/lightmapping instead of sphere trees (better memory/cache usage)
* added workaround for crashes with Linux ATI/fglrx drivers
* fixed collision bug that let players walk inside sloped geometry
* added blood decals (toggled via the "blood" var)
* added "insta capture" game mode
* tweaked capture gameplay timings
* added calclight visualization of lightmaps
* added "-v" command-line option for controlling vsync
* added "-k" command-line option for adding mod directories
* added "-q" command-line option to set per-user home directories
* added "-r" command-line option to load "init.cfg" on startup
* added "init.cfg" so init settings can be changed from in-game and take effect on restart without needing command-line
* added "guilistslider" command for selecting from a list of specific integer values
* added support for hardware-accelerated mipmap generation (via "hwmipmap" var)
* added "gui2d" var for making all menus/scoreboard 2D
* added "texreduce" var for scaling texture quality down
* added dynamic lighting system
* new "gridlookup" var controls whether cursor grid size is looked up from cube under cursor
* refactored gameplay and moved some of it (damage, ammo, health) server-side
* autoteam now only selects good/evil regardless of number of teams in play
* experimental server-side demo recording
* added "admin" privileges via "setmaster password"
* added support for translucent models
* made yaw/pitch of playermodels interpolated in multiplayer
* VBOs now supported on animated models
* added support for custom fonts
* added "lava" material
* added "goto" command for spectators
* made models share meshes/rendering data if same md2/md3 file is loaded for better memory usage
* connection to masterserver can now be aborted in case the http socket connect locks up
* fixed bug that caused some unnecessary sparklies in indoor maps
* glowmapped models/geometry now work in fixed-function mode
* models now support environment mapping (via custom envmaps or envmap entities)
* added (ugly) fallback for old cards with no multitexture support (rather than spitting out error and quitting)
* revised texture combiner support to more easily add fixed-function effects
* fixed particles and materials not fogging properly
* duplicate player names are now distinguished by client number
* optimized model rendering to batch similar models and reduce state changing as much as possible
* capture bases can now be named via "base_N" aliases
* animation now supports multi-part md3 characters
* added support for OGG sounds
* added "spotlight" entities
* added texture slot "e" for loading custom envmaps with envmapped shaders
* added support for post-pass blurring of lightmaps (via "blurlms" and "blurskylight" vars)
* added ambient occlusion for lightmaps (via "skylight" command)
* added softened explosions via shaders (spheres) or fixed-function mode (hemispheres)
* added workaround for explosions crashing on some Intel integrated graphics
* added vertex animation to water

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#153: Re: ..

by Acord on 09/12/2007 14:39, refers to #151

I wonder how that got left out of the docs :(

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#154: Re: ..

by Quin on 09/12/2007 17:52, refers to #153

Because it's code side :P

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