New in Sauerbraten 2008_06_17 (Jun 18, 2008)
- added new MP maps by Nieb (hallo, shipwreck), schmutzwurst (akroseum, berlin_wall), KillHour (hog2), KaiserTodretter (paradiselost), Mayhem & mIscreant (duomo), Mayhem (tejen), Hero & WahnFred (mach2), TUX (capture_night), SATAN!!! (reissen), Redon (c_egypt), and Kal & DairyKing (kalking1)
- added MitaMAN's new SP campaign: "Private Stan Sauer"
- added Fanatic's new 10 song soundtrack "Spontaneous Failure"
- added geartrooper's new MD5 character model: Mr. Fixit
- added ctf and insta ctf game modes
- added support for cloud boxes and cloud layers over sky box
- added in-game text editor for editing cfg files
- texture browser now displays glow, rotation, and offsets
- added console message filter (controlled via "confilter" and "fullconfilter" vars)
- "follow" command now works in first-person (can spectate in third-person via "thirdperson" var or 9 key)
- added support for Cube Server Lister extended information
- added support for Mumble positional audio (contributed by The Conquerors clan)
- added "apply changes now?" dialog using "resetgl" command (toggled via "applydialog" var) made clip material coexist with other materials (so water/lava can clip)
- added "death" material for forcing player suicide
- added "fullconsize" var for controlling the percent of the screen the full console occupies
- undo now works with heightmap editing mode
- now automatically pick up ammo boxes when touching a base in normal capture mode (toggled via "autorepammo" var)
- lowered the minimum gridpower to 0
- added "texoffset", "texrotate", and "texscale" commands for more easily specifying texture slot parameters
- texture rotation is now done via texture coordinate generation (instead of making copies/wasting memory)
- added "sayteam" command for chatting to teammates (bound to Y key by default)
- added optional t-joint removal to fix world sparklies (toggled via "filltjoints" var)
- made hit crosshair show when successfully hit enemy (duration set via "hitcrosshair" var)
- made teammate crosshair show when aiming at a teammate (toggled via "teamcrosshair" var)
- player is now dumped to an empty map if he does not have the particular map in multiplayer
- added support for soft particles/explosions (toggled via "depthfx" var)
- added support for "pulseglow" shaders in fixed-function mode
- added "texscroll" command for scrolling texture slot
- added cheaper/more-controlled glow/specular bloom (controlled via "glare" var)
- added "texgui2d" var for toggling whether the texture palette uses a 2D or 3D gui
- scoreboard now always defaults to 2D, regardless of GUI settings (controlled via "scoreboard2d" var)
- added "waterfallcolour" command to control coloring of waterfalls separately from water
- optimized water reflection/refraction with scissoring and tighter frustum culling
- added refractive waterfalls (controlled via "waterfallrefract" var, disabled by default due to cost)
- added environment-mapped waterfalls (controlled via "waterfallenv" var)
- added tethers that show who is capturing a base (controlled via "capturetether" var)
- rewrote particle renderer to make it more extensible
- rewrote world renderer to more efficiently batch draw calls
- made lightmaps use a texture atlas to enable better batching of draw calls
- locked physics at fixed rate of 200 Hz (no more variable rate)
- revised handling of slopes in physics to reduce sticking problems
- made underwater fog/caustics fade in instead of turn on immediately at the surface
- added "resetgl" command to restart the renderer while running
- added builtin zoom (toggled via G key or "zoom" var)
- added directional damage indicator to the HUD (toggled via "damagecompass" var)
- smoothed out the shadow boundary caused by the shadowmap depth peeling
- softened water edges now work when under water
- players can now reconnect to private games when disconnected, so long as their IP matches
- added precomputed visibility/PVS system for occlusion culling on 3D cards that don't support OQ (see editref.html)
- added support for environment-mapped water reflections as a cheap fallback (used if "waterreflect" is off)
- added movement smoothing for other players in multiplayer (reduces jumpiness from packet loss)
- added "fullbrightmodels" var for controlling fullbright-ness of player models
- added MD5 model support with new skeletal animation system (see models.html)
- added OBJ model support (see models.html)
- added new decal system for bullet holes, scorch marks, etc