github OldUnreal/UnrealTournamentPatches v469f-rc6
v469f Release Candidate 6

2 hours ago

This is a release candidate for Unreal Tournament v469f. This version is stable and compatible with the most recent versions of ACE.

Changes since RC5 include:

  • Weapons no longer get stuck in their firing state when they run out of ammo and there is no other weapon to switch to (#2079)
  • Arena mutators no longer spawn weapons at player spawn locations, and players no longer lose their default inventory when they spawn inside a damage zone such as lava (#1020, #1742)
  • Coronas, lens flares, and fog are now rendered from the point of view of your view target, so they look right while spectating (#2102)
  • We fixed an endless loop in PlayerPawn.ViewPlayerNum that occurred when your view target was set but was not a pawn
  • We fixed an endless recursion in the physics code that could crash the game (#2068)
  • We fixed a crash that occurred when recording a demo while actors of transient classes were present (#2070)
  • Servers no longer disclose information that they should not reveal (#2119)
  • We fixed a memory corruption bug that occurred when new configuration sections were created while the game was saving its configuration. This could cause a wide range of unpredictable problems, including crashes (#2118)
  • Demo manager no longer wrongly reports missing packages for certain demos, and it no longer plays demos using partially loaded packages. The latter most notably caused invisible players in InstaGib+ demos
  • ALAudio no longer keeps using a stale radius for ambient sounds whose radius changes (#2115)
  • ALAudio and Cluster no longer show garbled audio device names
  • On Linux, the game now supports both X11 and Wayland, and prefers X11 when both are available. You can change this with the new WindowingSystem setting in the [SDLDrv.SDLClient] section of the game ini (SDL3_WINDOWING_X11, SDL3_WINDOWING_Wayland, or SDL3_WINDOWING_SystemPreferred)
  • The Linux and macOS clients now support the recovery prompt, which lets you switch to a different video or audio driver or start the game in safe mode. We also fixed a crash in safe mode
  • When the Linux and macOS clients relaunch the game, they now keep command line options such as NOHOMEDIR, LANPLAY, INI, USERINI, and LOG
  • Ctrl+C, Ctrl+V, and Ctrl+X work again in the Linux and macOS clients (#2125), and copying an empty string no longer crashes them
  • Relaunching the game on Windows now works reliably, even when UAC gets involved or the executable is marked as downloaded from the internet
  • On macOS, the game now asks for the Input Monitoring permission before it shows the splash window. We fixed raw input when that permission is missing, and raw input is now disabled on macOS versions older than 12 (Monterey)
  • We updated SDL3 to version 3.4.10 (#2089)
  • We fixed a problem that could make the game or the editor hang with an unresponsive window on Windows 7. If you still run into it, set UseOptimizedMessageLoop (game) or UseOptimizedMessageLoopInEditor (editor) to False in the [WinDrv.WindowsClient] section of the game ini
  • ALAudio no longer relies on a Windows 8+ API, so it works on Windows 7 again
  • The game now resolves file paths correctly on special drives on Windows, such as ImDisk RAM disks
  • The 64-bit Windows build now loads the correct libcurl DLL, so the MD5 updater can download the MD5 list from your MD5UpdateURL and run its integrity checks
  • The UMOD installer no longer ignores .int files that are not part of the base game, so UMOD packages now show their localized text, logo, and publisher information (#2106)
  • SoftDrv is now included in all Linux builds (#2096), and it is now the default editor renderer in the 64-bit Windows build (#2099)
  • Lots of SoftDrv fixes, especially for the 64-bit version: smoothing (#2081), DrawPortal views that extend beyond the screen (#223), an overflow that broke texture coordinates, mipmaps on meshes, meshes in fog zones, 16-bit rendering, a crash with textures larger than 2048, texture coordinate rounding errors, and texture distortion on large surfaces
  • VulkanDrv fixes: it no longer crashes when taking a screenshot (#2101), translucent and modulated surfaces no longer use a depth bias (#2018), it handles a lost device properly, it renders the editor's selection rectangle correctly, and it works on Linux and macOS again
  • D3D9Drv no longer treats a lost device as a fatal error (#2117), and it now supports RGB565 textures
  • Clicking to select objects in the editor now works reliably in XOpenGLDrv (#1525)
  • D3DDrv now supports BC1 (DXT1) compressed textures, decals no longer z-fight with BSP surfaces in D3DDrv (#1946), and we fixed a memory leak in D3DDrv
  • We fixed the settings localization files for VulkanDrv, D3D11Drv, XOpenGLDrv, OpenGLDrv, and ICBIND
  • The game now uses significantly less memory while decompressing textures and generating mipmaps
  • Various small optimizations, including faster span buffer setup and faster palette color lookups
  • The .exe version of the patch now ships the correct 64-bit openxr_loader.dll, and we fixed an OpenXR version mismatch that could prevent VR from starting (#2086)
  • We updated mimalloc to version 3.4.3 (#2088)
  • Crash reports now include the contents of the CPU registers on all platforms, and sending crash reports from Linux now works
  • We fixed a crash that could occur when the game failed to bind a function
  • The game now correctly detects the amount of physical and virtual memory on Windows systems with more than 4 GB
  • In the 64-bit version, the editor's multithreaded operations, such as building lighting, building paths, and baking light into meshes, can now use up to 64 threads instead of 31. You can cap the number of threads with the new MaxThreads setting in the [Core.System] section of the game ini, where 0 means no limit
  • The mesh of a light actor no longer blocks that light's own rays when the light builder casts mesh shadows
  • The "Bake Light Into Mesh" and mesh collision tools now handle meshes with special weapon triangles correctly (#2092). Bake Light Into Mesh can now also bake compressed textures that have no P8 data, and the editor refreshes after a bake
  • The brush-to-mesh converter now clears the old properties of the target mesh before it imports the brush (#2126)
  • The experimental rendering modes in the mesh browser now render meshes correctly
  • The code editor now keeps your position in the code when you switch to the decompiled, disassembled, or stub version of a class from ScriptRays
  • ScriptRays now decompiles EnumCount constants correctly
  • Unreal Editor no longer deadlocks when you click a row in the actor properties window (#2111), and no longer tries to redraw property rows that are no longer in the list (#2116)
  • Unreal Editor no longer crashes when you try to copy data from non-actor objects
  • The compatibility check no longer reports a false positive about UnrealShare.Effect1.FireEffect1t (#2007)
  • Vertex operations on a brush whose model is shared with other brushes no longer modify the same vertices several times
  • The actor properties and search actors dialogs no longer show a stale or white background the first time you open them
  • We fixed a bug in Galaxy's A3D code

The notes from the RC5 release (Visual C++ Redistributable for Windows 7, removing old NPLoader and ACE files, and the single System folder on Linux) still apply.

A full change log is available here. We look forward to your feedback.

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