14-Oct-2024:
- Common: improved
waitcommand 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 ofusleep(3)-usleep(3)was declared obsolete in POSIX.1-2001 and removed in POSIX.1-2008 andnanosleep(2)was recommended to be used instead. - Server: cache
sv_maxclientsvalue to avoid potential crashes caused by VMs changing it at runtime - Server: save latched
sv_purestate 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_coveragefor 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_modeand\r_bloom_modulatecvars, 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.stencilBitsinstead of dereferencing\r_stencilbitscvar - 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_basegamecvar 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