Cube 2: Sauerbraten Changelog
What's new in Cube 2: Sauerbraten 2013_01_04
Jan 10, 2013- reanimated Ogro (by Geartrooper) with skeletal animation so he supports vweps and ragdolls
- added new MP maps by 4t3one & Snowy (collusion), viruz (subterra), Windecker (alithia), miscreant (turbulence), Suicizer (evilness), sinsch (catch22), flubz0r (hidden), Skur (skrdm1), SuperMan (bvdm_01), Fatum (tumwalk, snapper_rocks, bad_moon, shiva, elegy), Meister & Fatum (mill, asgard, legazzo, teahupoo, gubo), rabe (outpost), Doko & MisanthropX & Nieb (renegade), Nieb & RaZgRiZ & SirAlex & Windecker (garden), Chris_0076 & Nieb & SomeDude (hashi), t-chen (simplicity, fury, mbt4, mbt9, arbana, haste, forgotten), t-chen & RaZgRiZ (mbt12), RaZgRiZ (twinforts), cm|CubicMatter (kopenhagen), Nieb (autumn), ac & Boxx & HeWho (depot), HeWho (rm5), Sprite & Crap_I'm_Dead (spcr), Crap_I'm_Dead (dirtndust), Maycrus & AtlasSteal & HeWho & Somedude & Chris (masdm), Star (sauerstruck), b4lkLu & Chris_0076 (donya), Majikal (siberia), Ardelico & HeWho & Suicizer (force), Snowy (nucleus), Zeronic & HeWho & Cooper (eternal_valley)
- added "collect", "insta collect", and "efficiency collect" game modes
- new weapon sounds by Slawomir 'Q009' Blauciak
- added support for directional sunlight for lightmaps (controlled via "sunlight", "sunlightyaw", "sunlightpitch", and "sunlightscale" vars)
- added "savebrush" and "pastebrush" commands for saving and pasting selected geometry
- added support for up to 4 types of water, lava, and glass materials (using "water2", "lava3", etc. materials)
- added geometry filter modes for "editmat" command ("empty", "notempty", "solid", and "notsolid")
- now uses GLSL as the default rendering path when available (use "forceglsl 0" to use the old assembly shader path if necessary)
- added support for international character sets
- added support for 64-bit Windows builds
- config files and maps are now saved to the My Games directory on Windows
- added auto-update and auto-sort options to the server browser
- made server browser stay open on connect failure
- server browser now displays time remaining for the match on servers
- server now shows up as a system tray icon on Windows
- server now loads entities directly from maps if available
- server may now have multiple masters, auths, and admins at the same time
- server now controls its own map rotation
- server now supports configurable teamkill limits
- increased pistol and grenade damage, and lengthened yellow armour spawn time
- health boost and quad spawn times are no longer randomized
- shortened game times to 10 minutes in all team modes
- players now spawn with blue armour again in FFA
- teammates are now shown on minimap
- team frags are now tracked independently of player frags
- in CTF the same player that dropped a flag may now pick it back up one time, but not twice in a row without a teammate picking it up in between
- teamkilling the flag runner in CTF modes now disallows the teamkiller from picking up the flag (toggled via "ctftkpenalty" var in server-init.cfg)
- team damage no longer contributes to accuracy
- gamehud and edithud may now span multiple lines
- added "hidedead" var to control whether players disappear immediately once killed
- added "restrictpausegame" var for controlling whether need to be admin to use pausegame during multiplayer
- added "restrictdemos" var for controlling whether need to be admin to record a demo and "maxdemos"/"maxdemosize" vars for limiting the number and size of demos
- movie recorder now supports larger than 1 GB files using OpenDML/AVI 2.0
- added "ignore" and "unignore" commands to locally ignore chat from players
- added "-g" command-line option which sets which file console output is logged to
- added support for DDS DXT1/3/5 compressed skyboxes and envmaps
- added simplified IK for pitch animation
- added support for applying transforms to bone tags on skeletal models
- revised internal geometry format to support merging cube faces into convex triangle fans instead of just rectangles
- use premultiplied-alpha for grass textures to avoid darkening around grass outlines
- improved model lighting that preserves contrast on unlit side
- added cubescript recursion limits
- added "local" command to cubescript that allows you to declare local variables
- added cubescript compiler
- added snow particles (particle type 13)
- "lightthreads" and "pvsthreads" vars now default to the estimated number of CPUs when set to 0
- fixed lightmap blurring (controlled via "blurlms" var) at lightmap borders
- normals are now sampled at all t-joints for smoothing rather than speculatively subdividing edges
- improved packing of lightmaps when a cube face has more than one plane
- added "guispring" for creating springs inside a list
New in Cube 2: Sauerbraten 2010_07_21 (Jul 23, 2010)
- added new player models Inky and Captain Cannon by Geartrooper
- added new MP maps by t-chen & MisanthropX (tempest), MisanthropX & Finn & t-chen (xenon), mIscreant (mercury), Nieb & Geartrooper (justice), Blindabuser & PainKillAH (fc5), KI113R & Redon & SkiingPenguins (alloy), TomekGNO (ruine), Kretren (core_refuge), KaiserTodretter (infamy, desecration), Nieb (bt_falls), viruz (abbey, tortuga), Jonlimle & Argh! & Nieb (injustice), Jonlimle & Nieb & Razgriz (curvy_castle), Nieb & Jonlimle (authentic), t-chen (duel7, duel8, mbt1, mbt2, mbt10, caribbean), MisanthropX & t-chen & Nieb (industry), Fatum (nitro), Vincent (suburb), BlikjeBier (akaritori), Nieb & Destroyer & MisanthropX & viruz (park), KaZ (dune), Justin (pitch_black), and Meister (osiris)
- added trak5 texture set by TRaK
- added "efficiency ctf", "efficiency protect", "hold", "insta hold", and "efficiency hold" game modes
- green and yellow armour spawn delay is now partially randomized and do not spawn immediately
- can return the flag to base in protect mode by dropping the flag on top of the base
- if a player explicitly drops a flag in ctf mode, he can't pick it back up (only his teammates can)
- added numbered base blips for capture modes (toggled via "basenumbers" var, contributed by NancyWilliams)
- players are now notified of team switches, and team switches can only be done while dead (forces player to die if alive)
- teleports now preserve velocity if third attribute of teledest is set to 1
- smoothed out climbing of 1:1 stairs
- added mini-map to radar
- match time remaining is now displayed in minutes and seconds
- added crosshair selection menu
- can now change the texture configuration in-game of all textures within a selection (via "vrotate", "voffset", "vscale", "vscroll", "vlayer", "valpha", "vshaderparam", "vcolor", "vreset", and "vdelta" commands)
- added support for alpha-blended textures (controlled via "editmat alpha", "texalpha", and "valpha" commands)
- added color scaling for diffuse textures in all shaders (via "texcolor" and "vcolor" commands)
- added support for fogging skybox (controlled via "fogdomemax", "fogdomemin", and "fogdomeheight" vars)
- added support for coloring skybox (via "skyboxcolour" var)
- sky-textured geometry no longer blocks skylight (controlled via "skytexturelight" var)
- added multi-threading for "calclight" command (controlled via "lightthreads" var)
- edit clipboard is now synchronized when a new player connects to a coop-edit
- added "replacesel" command that only replaces textures within the current selection
- added "shrinkmap" command for reducing oversized maps
- cubes are now textured on all sides with the second texture slot by default
- added optional Quake-like mouse acceleration (controlled via "mouseaccel" var)
- added "reconnect" command for connecting to the last connected server
- added optional wall clock (controlled via "wallclock", "wallclock24", and "wallclocksecs" vars)
- added "conscale" var that controls the size of console text
- added teamkill filter for console
- added "screenshotdir" var that controls where screenshots are placed
- "writeobj" command now exports texture assignments
- revised vertex format to be more efficient on older/generic 3D cards
- added GLSL render path (toggled via "forceglsl" var)
- added support for uniform buffer objects to GLSL skeletal animation path
- improved skeletal animation blending quality in fixed-function mode
- added support for environment-mapped world geometry in fixed-function mode
- added rotational friction for ragdolls to make them settle more quickly
- revised collision detection to use Minkowski Portal Refinement (allows for easier extending of collision to new shapes)
- improved adaptive sampling for calclight (faster "calclight 1")
- added motion blur effect (toggled via "motionblur" var)
- "deathscore" variable controls whether scoreboard is shown on death
- scoreboard shows the server you are currently connected to (toggled via "showservinfo")
- added "guinameslider" for selecting from a list of names with a slider
- added "guialign" for creating aligned lists
- added SMD and IQM model support (see models.html)