Sauerbraten Changelog

What's new in Sauerbraten 2008_06_20

Jun 23, 2008
  • bug fixes

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