- r_parseStageSimple - working towards pcx2 support by loading shader stages with the texture last, to approximate blending functions by processing them into having alpha channels (or not, for opaque surfaces). Because I can.
- leifx filter change - indicate number of passes to the shader, so the pixel blurring order can be tweaked to further perfection (ridding the left pixel check as that happens)
- NTSC filter support
- added some rgbGen that has entity colors AND lighting, so colorable players don't have to glow
- broken image loading time for imagelist
Shaders without closing brace can eat shaders in other files.
Pass depth to SkipBracedSection instead of reparsing text as it messed up parse line numbers.
- Get rid of ugly cvars sv_heartbeat and cl_gamename and replace with single com_gamename
- Remove sv_flatline. Flatlines are ignored by dpmaster and are considered to be insecure because flatlines can be udp-spoofed.
- Fix Ryan's FIXME and have voip packet buffer on the server dynamically allocated via Z_Malloc and store pointers in a circular buffer
- Improve voip target parsing on top of Ben Millwood's patch
- Add new "spatial" target where speaker is spatialized in 3d space and can be heard by all clients in hearing range (s_alMaxDistance)
(#4467)
- Decrease voip sound lengths from 240ms to 80ms per voip packet to mitigate udp packet loss and decrease latency
- Protocol version incremented to 71
Show other players' railgun color and their firetime state.
Show snapshot client's color on world item models of railgun.
Fix the impact mark using color2 (spiral) rather than color1 (beam).
Credits go to Ensiform and Harekiet for the refire portion.
- Clean up ftol()/snapvector() mess
- Make use of SSE instructions for ftol()/snapvector() if available
- move ftol/snapvector pure assembler to inline assembler, this will add x86_64 and improve support for different calling conventions
- Set FPU control word at program startup to get consistent behaviour on all platforms
- Retains full compatibility to the old but unsecure protocol between clients and servers
- Harden the connection process against DoS attacks, possibly connected to UDP spoofing
- Add capability to load demos with com_protocol suffix, partially applied patches from Simon McVittie
- Fix demo loading if protocol number has more digits than 2
- Minor refactoring, replace all occurances of suffix "dm_" with global macro DEMOEXT
* com_standalone now read-only
* add new cvars com_basegame, com_homepath
* standalone now automatically detected when com_basegame is set to something different than baseq3 and no id pak pk3s are found
* This fixes https://bugzilla.icculus.org/show_bug.cgi?id=4699
- Replace a few hardcoded string literals with macros
- Add checks for Team Arena PK3s to FS_CheckPak0()