github ec-/Quake3e 2024-10-14

latest release: latest
18 hours ago

14-Oct-2024:

  • Common: improved wait command handling, now it will wait exact amount of client/server frames
  • Common: allow src and dest buffers to be overlapped in Q_strncpy() for QVM compatibility reasons
  • Common: Use nanosleep(2) instead of usleep(3) - usleep(3) was declared obsolete in POSIX.1-2001 and removed in POSIX.1-2008 and nanosleep(2) was recommended to be used instead.
  • Server: cache sv_maxclients value to avoid potential crashes caused by VMs changing it at runtime
  • Server: save latched sv_pure state to dedicated variable
  • Server: suppress false hitch warning during map load
  • Server: reworked/optimized gamestate retransmission/acknowledgment
  • Server: don't change serverid during map restart
  • Server: don't spawn loading clients during map restart
  • Server: fix server resource leaks during client reconnect
  • Client: rewrote CL_WritePacket() to allow proper packet duplication - which was intended by multiple function calls before
  • Client: Strip \cl_aviPipeFormat
  • Win32: report actual color bits and correct PFD count
  • X11: request alpha bits for >=24 bit color profiles
  • Docs: Create quake3e.md, update quake3e.htm
  • Vulkan: increase MAX_IMAGE_CHUNKS from 48 to 56
  • Vulkan: added missing texture mode setup in GL_SetDefaultState()
  • Vulkan: disabled \r_ext_alpha_to_coverage for now due to rendering artifacts on beyond4-wfa map
  • Vulkan: do not set transient flag for depth/stencil attachment when bloom (and thus - post-bloom pass) is enabled
  • Vulkan: fix screenmap image layout transitions
  • Vulkan: re-create swapchain on VK_SUBOPTIMAL_KHR as well
  • Vulkan: improve flare visibility test code
  • Vulkan: fixed various image layout transition synchronization issues
  • Vulkan: applied fixes to some "Best Practices" validation layer errors
  • Vulkan: add \r_bloom_threshold_mode and \r_bloom_modulate cvars, similar to OpenGL renderer
  • OpenGL: allow all static tcGens/tcMods for VBO/environment mapping (assuming that we have all tcMod corrections applied before)
  • Renderers: use glConfig.stencilBits instead of dereferencing \r_stencilbits cvar
  • Renderers: apply lightmap texcoord correction only if lightmap is actually set
  • Renderers: apply additional lightmap texcoord corrections when needed
  • Renderers: do not merge single lightmap
  • Filesystem: allow multiple basegames in fs_basegame cvar separated by '/'
  • Filesystem: reset fs_basegame cvar to last separated item
  • Makefile: fix grep warnings in macOS builds
  • macOS: app will search for pk3 inside and next to the app bundle
  • Use SDL_WINDOW_FULLSCREEN_DESKTOP on macOS

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