Unvanquished Changelog

New in version Alpha 34.0

December 8th, 2014
  • This release mainly contains bug-fixes and code cleanups. There has been art progress as well but it came late in the alpha cycle and the integration of the assets wasn't perfect so we did not merge them. If you want to be kept up to date with our art progress, follow @UNVofficial where we regularly post progress on the models and animations. Thanks to the bug fixing, in this release you should hopefully not see the dreaded CM_Inline model error, doors disappearing on Windows, and errors when running demos.
  • Under the hood:
  • We have also been working on our longer-term project of porting the gamelogic to using PNaCl instead of QVMs. The server side gamelogic had already been ported so we focused on the client side part. It now compiles and runs on all operating systems and we have reached correctness of the first direct translation from QVM to NaCl. However, as was expected, there was a performance hit as we need to copy big data structures (up to 100KB for snapshot_t) in a socket to communicate them, so we are now looking at improving the performance by removing synchronization points between the engine and the gamelogic, optimizing the size of the data sent and introducing a shared memory command buffer. At the same time we have started porting all the librocket code in the gamelogic, where it belonged in the first place except QVM did not allow C++, this will avoid a lot of hacks that were used to populate the librocket elements with gamelogic data. If you want to see the progress on these you can look at the nacl-cgame/main and nacl-cgame/librocket branches...
  • 4682256 Revert "Increase particle system limits." This prevents the game from starting on Windows.
  • 69a592e Turn DropClientMsg into a SyncMessage because it will call back into the VM
  • 4492970 Version bump to Alpha 33.1
  • 31b0574 Revert "Turn DropClientMsg into a SyncMessage because it will call back into the VM"
  • 79d35f6 Revert "Revert "Turn DropClientMsg into a SyncMessage because it will call back into the VM""
  • 6544a6b Small improvements to the /play[Sound|Music] commands
  • b2c41b8 Revert "Stop using entityState_t.solid for transmitting bboxes over the"
  • b644251 Revert "Fix 615c3c3."
  • cda263d Remove stereo support
  • 34d5127 Remove r_HeatHazeFix that noone uses anyway
  • 4518c89 Remove light/entity/interaction occlusion culling
  • 012e689 GLSL function declarations should be after the compile macros
  • 4471423 Remove CVAR_ARCHIVE cgame variables
  • 74b80c1 Load the map when playing a demo
  • 899a294 Add support for the "colorGrade" world spawn key Fixes #473
  • d8529f8 Figured out the difference between SERVERINFO and SYSTEMINFO
  • 737427a Remove some redundancy and reorder SV_DropClient
  • 46054c6 Remove arg of BotAllocateClient and introduce SV_IsBot
  • 307c410 Remove unused declaration and vars
  • 831ad05 Fix a copy paste error
  • 5c7f5ca Fix download-pk3.sh for BSD md5sum
  • 47ad268 Fix last download-pk3.sh patch for with a space
  • cb47910 Remove SDL1 support
  • f96c02c Fix UI lags
  • e343532 Version bump to Alpha 34
  • 46b938d Remove warning for when I->oav is NaN
  • 9dacad1 Update travis to use SDL2
  • 1fae126 Revert "Merge remote-tracking branch 'origin/remove_sdl1_support'"
  • fc1cedb Revert "Update travis to use SDL2"

New in version Alpha 33.0 (November 3rd, 2014)

  • 7c2917c Update changelog.
  • deaca2b Update changelog.
  • 5633b82 Increase particle system limits.
  • d0d8663 Add cg_spawnEffects to disable spawn colorgrading since OSX doesn't like it
  • 4deff12 Fix error message
  • 6e75400 Move build timer under momentum bar Fixes #455
  • 06baab5 Revert "Add a check to avoid sending sync messages while handling async messages"
  • aa452fc Clear the tutorial text when the cvar is disabled Fixes #457
  • 5e8ab1e Replace std::map with std::unordered_map in PropertyMap
  • 96e94a5 Restore previous weapon HUD upon vid_restart
  • 706a0b2 Adding /playSound /playMusic /stopMusic command
  • 5a219bc Fix id of the 'Resume Action' button Fixes #464
  • a7e1c9b Remove feature test macros from qcommon.h
  • 2711497 Detect a missing opusfile at configure time. Fixes #467.
  • 366e8d0 Implement soft particle shader.
  • 37655d9 Add depthFade to the acid tube acid shader
  • 5607dbb Attempt to mitigate #409. Add logging for when it does happen
  • 89dba82 Orient sprites toward view center.
  • dde6031 Add depthFade to the booster spores shader.
  • 786e8c4 Avoid division by zero in Tess_SurfaceSprite.
  • 1c5e599 Name the magic number in Tess_SurfaceSprite.
  • 7569c59 Attempt to fix interpolation of fadeDepth.

New in version Alpha 32.0 (October 6th, 2014)

  • Add missing Tess_MapVBOs calls to DebugUtils
  • Use persistent buffer mapping for dynamic buffer objects.
  • Pass a dummy color attribute to the lightmapping shader.
  • Add files from new assets
  • Only set the HUD on the initial snapshot
  • Always cull using the surface's AABB in R_CullSurface
  • Don't needlessly frustum cull in R_CullSurface
  • Optimize R_SortDrawSurfs
  • Call Tess_MapVBOs when rendering the sky
  • Make the parameters to BoxOnPlaneSide const
  • Ignore mouse up events without a mouse down event Fixes #447
  • Delete the old UI vm code
  • Allow disabling of buffer object extensions
  • Fix NULL dereference crash
  • Only drop the mouseup without mousedown event if the key is mouse1
  • Remove USE_DEFORM_VERTEXES macro.
  • Remove USE_EYE_OUTSIDE macro.
  • Add cvar to disable GL_ARB_sync.
  • Fix building on old GLEW.
  • Fix inverted if condition.
  • Remove useless extern "C"
  • Add a check to avoid sending sync messages while handling async messages
  • Remove USE_FRUSTUM_CULLING macro.
  • Remove BRIGHTPASS_FILTER macro.
  • Remove USE_GBUFFER macro.
  • Refactor vertex deformation code.
  • Consistent alien buy menu colors.
  • Consistent human buy menu colors.
  • Let's do the same to build menus.
  • Rename 'rifle' to 'SMG' in the UI only.
  • Add mine rate back to builder HUD.
  • Small changes to make the default UI use American English spelling. Also, small phrasing tweaks.
  • Tweak to the resource rate text.
  • Let's explain spawning choices.
  • Undo American -> Britsh changes for now.
  • For some reason, this fixes mantis corpse
  • Make update-version-number.sh update menu file versions too
  • Merge all available bounding boxes for IQM culling.
  • Work around '#directive in the middle of a shader' error on Mesa

New in version Alpha 31.0 (September 8th, 2014)

  • 1b54795 Add more variants of G_LineOfSight, modify the semantics a bit.
  • b0df029 Increase alien teammate heal range and apply a 4× modifier for three or more aliens.
  • 28d6b1a Move build point and mining related functions to new file g_buildpoints.cpp.
  • 5b5c456 Tentative approach to have RGS store a fraction of the team's build point pool.
  • 584e25b Remove leftover debug output.
  • 319d81a Fix minimum build point generation being added twice to the account of mined build points.
  • 605d624 Refactor g_buildpoints.cpp a bit.
  • ecb5a58 Add current mine rate and stored build points to buildable status displays.
  • 17b1c6c Store remaining BP in the main structure. Only lose a fraction if a BP storage gets destroyed.
  • 9c99291 Don't add or remove momentum when the main structure gets built or deconstructed.
  • 890cd96 Reward momentum to enemy attackers if a hurt structure gets deconstructed.
  • 144d5a9 Rename g_confidence.cpp to g_momentum.cpp.
  • 9aa01b6 Fix build.
  • a0f7327 Fix momentum reward size for killing players.
  • 528e3a4 Buildables don't heal if they're not powered.
  • de78c1a UI Replace references to deleted circle assets
  • 5c0eeb9 Remove obselete QVMs from gitignore
  • 5b05927 Use NOEXCEPT instead of noexcept to fix VS build
  • 8b15c28 Fix stack smashing in CopyVertexData
  • 00f5441 Temporarily remove asserts that crash on the ckit model because of degenerate triangles
  • 6a89697 Initialize empty infostring in CG_Rocjet_BuildServerInfo
  • 36d59a8 Fix scaling of bone-less models with r_vboVertexskinning 0.
  • 9a23381 Force lookup of master server address on net_restart.
  • 4ce6eab Fix an incorrect vec4 copy (should be vec3).
  • b26ffc7 Fix beacon highlighting.
  • 8c9623b Add unlocked-marker-color and locked-marker-color to allow controlling the color of the unlock markers on the momentum bar
  • 724bd64 Clean up of
  • 3766ee7 Add buildable costs to both teams' circlemenus
  • dca0919 Terminology: "forgiving vsync" -> "flexible"
  • 0ad9bd5 Move the handling of sv_cheats to common.cpp
  • da6528e Fix the client resetting sv_cheats too eagerly when starting a local server
  • bbbf6da Fix the VM not having the right value for g_cheats.
  • 18c7d57 Update librocket
  • df3b84b Slight cleanup of CL_GetServerCommand
  • 9b84285 Command.cpp no longer depends on framework files
  • 77745be Explicitly load fonts for librocket
  • 54dc6d5 Style the armoury weapon menu like the weapon menu
  • 22fd709 Get rid of Cbuf_ExecuteText
  • 4f5b10e Remove other framework includes in common
  • e583ab8 Add Logger::Do(Debug|Notice|Warn)Code
  • 133e0d7 Fix emoticon size on loading screen
  • 961076f Simplify cg_beacons.c.
  • 0ac406b Remove unneeded members of bspNode_t
  • 0d96fc0 Remove unnecessary spans from Rocket_QuakeToRML output
  • 621aa75 Fixup and enable light scissor tests
  • 801d78c Merge multidraws when possible
  • 74c1f3c Improve world vbo surface order
  • dca6da9 Remove r_dynamicBspOcclusionCulling support
  • f2804aa Reduce the size of bspNode_t
  • 9904907 Remove r_mergeMultidraws cvar
  • 0eab9f1 Fix crash
  • 512c091 Remove the _#x# suffix from emoticons
  • 398dcd8 Add sorting by server name, player count, and map
  • 7f4d7ae Fix OB1 error in the consoleTextElement that prevented text with the timestamp from appearing Fixes #346
  • 375996f Add build timers to alien and human builder HUDs
  • fec9ebb Fix a typo in light direction reconstruction.
  • eabb0cd Death message grammar fixes.
  • 1bb8350 Here, have some more death messages.
  • 737bd0d Last of death messages, for now.
  • 5ea15a8 If friendly fire is disabled, don't prevent the egg from killing friendly buildables in its way.
  • 81e33fd Move Vertex and Index data into aligned arrays.
  • c6c6b69 Delay mipmap computation of cubemaps until the texture is complete.
  • 16b8cd9 Use unsynchronized glMapBufferRange for VBO upload if possible.
  • 50efef8 Avoid glVertexAttribPointer calls during world rendering.
  • 7989221 Stop RocketCvarInlineElement from updating every frame
  • c103d28 Fix RocketConsoleTextElement OOB access
  • 29d2345 Fix off by one error in RocketConsoleTextElement
  • c64cd89 Cleanup rocketProgressBar slightly
  • b53de31 Add USER_ARCHIVE flag to cvars set by the UI so they save
  • c76eda1 Set openal current device so the dataselect can select it
  • 4efac03 Add trap_Cvar_AddFlags
  • 9957243 Add CVAR_ARCHIVE to audio.al.device when set via the UI
  • 8c67e75 Start loaded HUD units hidden
  • 1235443 Resize alien health and poison progressbar images to remove alpha Fixes #420
  • cdcd525 Remove tag sounds and tag score indicator.
  • 0b3f79c Fix highlighting, add back BCT_HEALTH and BCT_AMMO, make beacons more opaque when fading in.
  • 58982b0 Remove unimplemented stuff from tr_types.h
  • aca2872 Remove unused parameter from R_CullSurface
  • a66b6bb Remove R_AddBrushModelSurface
  • 565bd57 Remove unused patch culling stats
  • f6dd09f Remove double setting of vertex attrib pointers and improve Scissor.
  • a7ede0b Default to no knockback for all damage; Add the doKnockback missile config option.
  • 40f1980 Fix GLimp_DebugCallback to work with different versions of GLEW
  • cf5fae4 Remove unneeded call of va() in Tess_UpdateVBOs.
  • ca159a2 Fix grenade and other missiles scaling.
  • 69bc3a1 Selection box description changes.
  • 5e33ec2 Download text change.
  • 458cfd2 Let the base clustering code handle tag beacons instead of structures.
  • 551d626 Cleanup CG_RunBeacon a bit.
  • 65bde36 Make enemy structure tags permanent.
  • 3e6a79d Defer removal of enemy structure tags until the structure's death was confirmed.
  • b0e46c4 Let's not translate IRC error messages.
  • 727a64b Don't need to translate these IP messages.
  • c0ce6ee Why translate cvar messages?
  • a36ec3a Removed cl_parse translations
  • 1e7004c Removed the rest of cl_irc translations.
  • a8d0795 Removed cl_keys translations.
  • 6fbea99 Removed cl_main translations.
  • 1b56168 Let's not translate sv_client.
  • 70e5ea2 Let's not translate sv_main.
  • 0b37a58 Let's not translate sv_ccmds.
  • d6052fe Misc server translation removal.
  • 2028938 BaseCommands translation removal.
  • 725ab52 Removed translation from common.cpp.
  • f147af8 Removed translation from msg.cpp.
  • a9cca39 Removed translation from files.cpp.
  • c695956 Untranslate the rest of qcommon.
  • 0530230 Rest of CvarSystem.
  • b274063 Fixed line in translation.cpp.
  • b6fa5e9 Removed translations from audio.
  • ba1b1e3 Remainder of src/engine translation scrubbing.
  • 615c3c3 Stop using entityState_t.solid for transmitting bboxes over the network.
  • 920d466 Rename Lore to Help
  • 1e1171b Fix 615c3c3.
  • b858247 Use static VBOs where possible.
  • 0eb7de8 Add guarding #ifdefs around GLEW_ARB_buffer_strorage
  • 0233a2a Invalidate tess.surfaceShader after scissor is updated.
  • 103ccbf Clean up rocketDataSource.h
  • fbce5c9 Fix spacing on scoreboard Fixes: #428
  • bbfe283 Fix ping on scoreboard Fixes: #429
  • 4e7e7aa Set size of emoticons everywhere to 1.1em so they appear properly sized Fixes: #431
  • 8425dd8 Clear all key states when switching to UI focus Fixes: #367
  • 9038e4b Make scoreboard show up instantly, even if it is wrong briefly
  • b9c9802 Add a trap call to load map metadata + refactor code for this change - All maps must keep their levelshots and arena files in a meta/ folder at the root of the pk3/pk3dir - datasource levelshot and maploading levelshot split off into different elements - Only the map you are playing is fully loaded now.
  • 89067e0 Remove invalid comment
  • 8ec3022 Fix armoury bounding box/size mismatch.
  • ab0df56 Load arenafiles from meta/mapname/mapname.arena Add trap_GetFileListRecursive to accomplish this
  • 0bc1513 Always load DEPS when loading a pak with a prefix
  • 8ff8680 only load hud/menu stuff from the ui/ prefix
  • c69824a Check for tess.indexes == NULL in RB_StretchPic and friends.
  • 170cd1a Send full list of commands to the client upon pubkey authentication and remove listrotation and listmaps from admin command list /listrotation didn't work because someone added it to the admin command list with no function so it was always handled by the admin list instead of the command list in g_cmds.cpp. Fixes #433
  • af2adf6 Fix typo in registering a rocket property Fixes #430
  • fcb6a06 When restarting the UI in CL_Disconnect, shutdown the entire cgame instead of just rocket Fixes #438
  • 30eb458 Fix typo in createserver menu
  • adf7293 Protect failed to load animation warning with a debug cvar This warnings are only useful to developers and are annoying. In the future, when we have per subsystem logging, this cvar can be replaced.
  • b932e65 Add mantis charge cooldown progressbar to hud
  • a8322dd Version bumb to 0.31.0
  • ff90986 bump version in the main menu

New in version Alpha 30.0 (August 5th, 2014)

  • New armory:
  • The new armory model is now in this release. As you can probably tell, it looks absolutely nothing like the old one, and presents a more circular design. It's taller than the previous armory, and you'll need to be a bit more creative if you intend to camp on top of it. We are open to suggestions as to what to display on the screens that you can see in the shot.
  • New hive:
  • Everyone's favorite late-game alien defense structure now has a new model, too. The model lies closer to the ground and has a face to ensure that you will feel guilty when firing upon it. For the moment it still fires a swarm of buzzing things, but in the near future it will fire off individual flies.
  • Beacons:
  • We now have a cool new beacon system that will lay the foundations for many future changes, but they are already usable as-is. It is now possible to mark things with a variety of beacons visible to teammates, including attack, defend, pointer, repair, and time beacons. They are also visible on the minimap. We tried our best to make them unobtrusive, and in the future, we will use the system for team radar. Give us feedback!
  • Vertex data optimization:
  • For this release we've merged in our 'vertexpack' branch, which adds some efficiency to our renderer in the form of more efficient vertex attributes. This should result in less GPU memory usage per model, and depending on the graphics card in question, faster vertex shader invocation should result in some users noticing a degree of performance increase. We will have an article soon on the more technical aspects of it, as well as future plans regarding it.
  • Weapon inertia:
  • As part of what will be a series of changes in making the first-person weapons behave more realistically, human weapons now all have inertia behind them. This means that they will now lag slightly when following your motions,
  • Bug fixes:
  • We spent a lot of time going over the new libRocket interface and fixing things, so it should be a lot better than it was on the debut last month. For instance, we've reorganized many things in the interface, including many small things like adding a new team selection box. We also fixed long-standing issues like the weirdness with first-person models while spectating, assorted console strangeness, and the abundance of dynamic light created by marauders for no reason.

New in version Alpha 29.0 (July 8th, 2014)

  • libRocket:
  • We've finally added our new UI system based off libRocket. The effort has spanned many months of design and work, and we are pleased to have finally merged it into the master branch. Gone is the old clunky interface with its awkward design, now to be replaced with a modern interface of our own creation. Considering we are still in alpha, you may expect some weirdness here and there, but as players you are the eyes of our project, and you will be valuable in spotting glaring inconsistencies and bugs for us to fix. Please report any and all strangeness you find on our forums, IRC channel, or GitHub bug tracker.
  • Here are a few things to keep in mind:
  • You no longer select items, freeing the mouse wheel for other binds.
  • There is now a default grenade bind, assigned to the 'g' key.
  • Making new HUDs is a different process, which will be explained soon.
  • Our menus have been greatly improved, both in and out of the game. Take a look at the options menu for instance, or the server listing. You can now easily start a local server without needing to bother with console, and you can even add bots to it, as long as the map has navmeshes included. For both teams, there is now a circle menu that will allow you to purchase upgrades and other things much more efficiently than before, and all items have clear explanations regarding what they do, hopefully leaving the game more comprehensible for new players.
  • The addition of the new libRocket interface brings us closer to our long-awaited beta, and once we've ironed out most of the bugs by next release, you can expect to hear about the next big thing we'll be up to.
  • A new map:
  • Or rather, a classic one in the process of being upgraded for our engine. We now have a testing version of a retextured Station15, and the map will be available for you to play around with and provide much-desired feedback on. Considering that it is now our eighth map, and we have fulfilled our beta goal of at least six maps, we have made the decision to drop all of the old Tremulous maps from our default set. This leaves us shipping only our own maps, but you can still play the old Tremulous maps on your own servers as long as they are modified to work with our new filesystem.
  • Other changes:
  • A lot of other things went on this month for the game, although they've been dwarfed by libRocket. The human soldier now has cleaner armor textures, and the armor set has been modified so that the "unarmored" human is wearing a vest instead of charging into aliens in nothing more than chainmail pajamas. You can also expect the usual lot of bug fixes, of which there are too many to summarize here but can be viewed on our GitHub page.

New in version Alpha 28.0 (June 2nd, 2014)

  • Maps and models:
  • Two of our maps have received updates. Viech has made a few adjustments to Parpax – some which you'll notice quite quickly are around the humans' front entrance – and one old Tremulous map has become an Unvanquished map. Supertanker has done a retexturing job on Spacetracks (and there may be one or two layout tweaks too).
  • The drill and the jetpack have seen a few fixes – there were a few problems in the initial model exports. Little things like sharp seams being lost.
  • Gameplay changes:
  • Turrets now cost 10 build points and have increased health (250hp) ‒ but are now susceptible to dretch damage. Their firing pattern is once more continuous, and they'll continue to fire so long as there's a line of sight to the target. Armouries now cost 8bp each.
  • Alien health regeneration is tweaked: you get less for being in base and more for being on creep or close to a team-mate. It's no longer possible to switch between higher alien classes which have the same cost.
  • Radar and advanced marauders are now available earlier, and the cost of a grenade is reduced to 250 credits. Finally, fire spread is a bit less aggressive.
  • Build changes:
  • We now use header compilation, which provides a significant reduction in build time. There's been a lot of small fixes and some clean-up of dead code. Compatibility should be improved a bit too – unnecessary checks for unused GL extensions have been removed.

New in version Alpha 27.0 (May 5th, 2014)

  • Shared texture packages:
  • They have arrived! Alpha 27 ships a total of seven compressed texture sets that are ready for mappers to use.
  • As the name suggests, the textures are shared among the maps, without one map depending on the other. This alone would already reduce the total download size of an Unvanquished installation as maps don't need to ship duplicates of these textures but the biggest improvment is in the compression itself. With regards to file size, the compressed packages are much smaller than the zip-compressed source format sets. While the latter are 335 MB total, the compressed sets total up to 115 MB, not much more than a third.
  • The second big advantage of the compression is in the map load time. We spent a lot of time during the map load process decoding the different texture formats. This part is now almost completely gone since the new format can be loaded directly onto the GPU. Reduced memory usage might be a side effect that was also observed when we compressed the game's base assets.
  • Performance aside, I hope that mappers will have a quicker start given that they don't need to download and cleanup the individual texture sets or write shaders and readme file entries for them. Last but not least, I have found that compressed textures unexpectedly look quite a bit better since the effect of normal mapping is more strongly defined.
  • New common shader set:
  • Technically just another texture set, this package replaces the old common shaders that may have been in fluctuation before some of our mappers were born. A lot of cleanup and bug-fixing work has been done and, if you are a level designer, you might also enjoy a fresh set of radiant preview images for caulk, clip and friends.
  • Gamma reset:
  • We have been using a default gamma value of 1.3 so far. This was a very bad decision because, obviously, mappers didn't want their maps to look washed out and thus adjusted to the new setting, not only making it useless in the first place but also reducing the resolution of the overall brightness distribution as well as the player's clearance for further gamma adjustments (artifacts show up sooner). We corrected this with the release of Alpha 27 by resetting the default value of r_gamma to 1.0. In addition, we also reset r_specularScale to 1.0. This means that all our maps had to be recompiled with new settings. However, we didn't touch placeholder maps inherited from Tremulous yet and some of the old maps might appear too dark as a result.
  • Perseus:
  • The prison complex found a layout update in addition to the switch to texture packages. Most notably, a new potential base location was added right behind the humans' default base and the alien base doesn't suffer from the vent access any more. I'm looking forward to testing the new layout in the next wave of public development games (each Sunday, 20:00 UTC)!
  • Plat23:
  • Platform 23 uses texture packages, has improved visually and features a small new area in the middle of the tunnel, which hopefully adds as much gameplay depth as the bunker below the platform. The map is also pending excessive testing during the dev matches.
  • Other maps:
  • While Parpax and Yocto have been put through the whole upgrade process, Chasm was recompiled to match the new brightness settings and will make use of the texture packages in a later release while Thunder has yet to be recompiled. However, most of our maps, and the Tremulous maps which we use, use the new texture format.

New in version Alpha 26.0 (April 8th, 2014)

  • Gameplay:
  • The battery pack has been discharged and sent for recycling, and weapon magazine sizes have been adjusted to compensate. The radar item now uses the backpack slot (which means that, once again, it conflicts with the battlesuit – you can't have both). The jetpack can be activated when falling after a jump. Also, the ignition cost is halved. Turrets will prefer targets which require less turning time for aiming. Deconstruction of buildings has been streamlined. Telenodes no longer require power.
  • Dretch and mantis health are reduced to 30hp and 75hp respectively, and mantises must wait longer between pounces. The booster now emits a spore cloud when healing aliens.
  • Vsays are now local (map area) by default.
  • HUD changes:
  • Kill assists by players are now shown for kills by players or buildings, so long as the assistant did enough damage. Team indicators are also shown. (Right now, these are inconsistent: we still use [H] and [A] elsewhere.)
  • ●King Slayer was blasted by ●ultran00b; ●Dr Fail assisted
  • You can use a style which uses icons representing the kill method (well, mostly – we need some extra icons) with /set cg_emoticonsInMessages 1 or go back to the verbose style with /set cg_emoticonsInMessages 1. (You may also notice that the text is a little smaller.)
  • The scores display now uses the advanced alien class icons, matching the momentum bar usage.
  • Builders now see, on the building status indicators, a mark indicating the amount of power required by that building.
  • Rendering and graphics:
  • We have improved textures for the dretch, trapper and acid tube, and improved textures and model for the drill.
  • Leaf surface merging (map render optimisation) and VBO vertex deformation are now enabled by default. These result in, respectively, more efficient rendering and more efficient handling of animated models. Also, IQM culling is improved a little and trilinear filtering is enabled by default.
  • There are some lighting improvements: the light grid interpolation has been adjusted a bit, and there are also some changes to avoid darkening of buildings and player models near walls. Smooth alpha blending and light vector scaling now work properly.
  • Bug fixes:
  • We've found and fixed the cause of the ‘stuck key’ bug: press and release a key, to which some command such as+leftwas bound, with the space of one local frame and the release would be mis-handled. Also fixed are some bugs related to loading of maps, re-initialisation, executable pathname(!) and TTY console input. modcase console variable interpolation is re-enabled, and map and devmap command completion (layout name lookup) is fixed.