Unvanquished Changelog

What's new in Unvanquished 0.49.0 Alpha

Mar 14, 2016
  • Fixed issues:
  • 5e212f5 Fix careless mistake in console code
  • 2fb9c0e Define color constants per compilation unit to avoid static initialization order problem
  • 31077a4 Fix CID 134399
  • 169550f Fix CID 134295
  • ed12fc0 Fix CID 10077
  • e9aba41 using typedef = using
  • 83e5a4a Classier enums
  • e285fb6 Fix appveyor
  • e5c96b6 s/#define/static const/
  • 773f32b s/(void)/()/
  • c8b32c0 ‘Fix’ unused global
  • 09999e6 Remove redundant log constant prefixes
  • 37f1f36 Logging part 1
  • 68b167f Logging part 2
  • 2bf1076 Logging part 3
  • e823edd Logging part 4
  • 044d0b0 Logging part 5
  • 9f669a8 Resolve ambiguity
  • 856ab46 Address PR comments
  • d415760 revert ssize_t to int
  • a240251 Revert “Revert “Rework animation interpolation to avoid skipping frames””
  • e57815c Remove assert. perturbed notes it is not needed.
  • 993a6bb Suppress cvar already registered warning
  • f5a11b6 Delete extra argument in kill messages.
  • c51de70 Remove newlines in logs
  • 471ee1a Update bot parsing’s copy of enums
  • a25add4 Update other keybinding views when keybinding is set somewhere else
  • 863663b Delete libRocket from repo. Add as submodule.
  • 01aa192 Add some default light grid when the grid in the BSP file is invalid.
  • 7f6f98f Fix previous commit for new enums.
  • 61919c6 Add -qq to travis insall software properties
  • 996b3c5 Fix another instance of too many format specifiers in a string
  • e4d5c50 Update the ADM* functions for the newline log changes
  • be52f84 Add back newlines to bot usage
  • 10ff866 Fix more admin commands
  • 182b9ed Add missing animation data for the new egg model.
  • 511a783 Make buildshader.sh callable from other directories.
  • 0eb665f Remove support for elliptical lights.
  • fdd40f0 Add dynamic light effect to flamer.
  • f2229b1 Make extension GL_ARB_framebuffer_object mandatory.
  • 947ea44 Use FBOs instead of Copy To Texture.
  • 4afee25 Optimize buffer clearing slightly.
  • f1d1769 Run depth-only pass before shading.
  • 6340f23 Add support for uniform buffer objects.
  • 55ce562 Upload dynamic lights to uniform buffer.
  • a931ad7 Add support for GL_EXT_texture_integer.
  • 827daf8 Add tiled light-index renderer.
  • 841fdda Particles were using the wrong depth map.
  • 48fabc9 Lightmapping fixes.
  • 2330e44 Support materialMaps (PBS).
  • ddc6b4a Use conventional shadow mapping code for inverse lights.
  • 054570d Fix light flares.
  • 12cd044 Workaround for lighttile shader not working on MESA.
  • f150b90 Fix autosprite2 shaders.
  • 341002a Encode sprite corner in the lightmap coords.
  • e70377e Make tiled renderer the default setting.
  • 55b9eeb Fix noclipping as a spectator.
  • da260d4 Fix depth mask if blending a diffuseMap instead of a colorMap.
  • 21a769a Revert “Fix depth mask if blending a diffuseMap instead of a colorMap.”
  • 7da45af Version bump to Alpha 49
  • f0037f6 Fix blendfunc parser and and don’t reset depth write on opaque shaders.
  • 95d0edd Remove unused variables + unsigned -> size_t
  • 703122c Changes to run on an OpenGL core profile.
  • 903dda4 Some bug fixes and incorporate changes from Kangz’ MacOS branch.
  • 0a964a2 Rename r_glCoreProfile to r_glProfile and test for “core”/”compat” strings.
  • a6defe7 Cache constant strlen outside of cycles
  • eff03d6 Create and bind a VAO in a core context.
  • d9747ab Minor cleanups/fixes to tiled lighting
  • ae9477c Correctly set feature availability for core profile OGL contexts
  • cb062d0 Remove ARB references that aren’t needed anymore
  • 4e3efb6 Move more feature tests to GLimp_InitExtensions
  • 895d1f6 Remove some cvars for disabling extensions that make no sense to disable.
  • cbe4a87 Fix tiled depth map sampling in depthtile2_fp.glsl
  • f12493a Fix incorrect use of GLEW_ARB_* macros.
  • 03d8826 Workaround for the tiled renderer on systems without UBO support.
  • fd3f4b3 Add GLEW version check and don’t try to load core profiles if < 2.0.0.
  • 355035f Remove leftover lines from last commit.
  • fda104f Don’t attempt to set the value of u_Lights when using UBOs
  • 33fee2c Fix vertexlighting world dlights
  • 45089b5 Fix texture coord calculation in depthtile2_fp.glsl.
  • 4f7830e Revert “Fix tiled depth map sampling in depthtile2_fp.glsl”
  • 1b25db1 Correctly scale offset in depthtile2_fp.glsl
  • 20cd9aa ENable heat haze by default
  • 5d5bd44 Add spot and directional light types to tiled renderer.
  • a73b8fa Fix stupid syntax error in all shaders.
  • f57dc71 Be more strict about placement of preprocessor directives.
  • 39c7df5 Make egg buildable on walls.
  • db64a1c Add some more dynamic lights.
  • cdaabb6 Add new assets
  • e57e853 Update luci shader to include 3rd person luci shader
  • 736aa14 Adjust dlight intensity for old and tiled renderer.
  • a729048 Add dynamic lights to grenade and firebomb.

New in Unvanquished 0.48.0 Alpha (Feb 8, 2016)

  • Our February release mainly fixes bugs. We have added improved mouse handling, some Breakpad fixes, and for developers, an assert framework in the code.
  • Mouse Handling:
  • We have reworked the way our mouse is handled by our engine. With these changes, we have fixed many mouse focus issues, such as not locking the mouse on map load and also preventing the mouse from getting stuck in the middle of the screen when switching away from Unvanquished during map load.
  • Breakpad:
  • Last month, we introduced Breakpad to help us catch engine and gamelogic crashes on Windows and Linux. This month, we fixed an issue where the Linux crash server did not exit cleanly and hung upon exit. This should allow us to catch crashes better.
  • Asserts:
  • We added an assert framework to help us explicitly state presumptions in our code. When our assumptions our wrong, it will trigger a warning and if it detects that we are using a debugger, it will even trigger a breakpoint to help debugging further. Fancy!

New in Unvanquished 0.47.0 Alpha (Jan 4, 2016)

  • We’ve squashed a couple of bugs, including logging/console spam, a clustering code crash, cheat cvars not being reset to their default values, an empty map crash, the repeater being on its side, and some more things you can read through in the commit log.
  • You can also go up ladders at full-speed now instead of slowly crawling up and down.
  • There’s another new model in this release, the medistation, which replaces the placeholder we were using. It fits in better with our other human buildings, and has a new effect associated with it. Let us know what you think! While on the topic of humans, we’ve added in a number of movement changes for human players:
  • Slide. While moving quickly, jump and crouch as you hit the ground. This will slide you forward a good distance at a high speed. Use it to throw off an attacking alien, quickly slide into a vent, or cover a stretch of ground while strafe-jumping.
  • Wall-run. To trigger this, move along a wall and jump against it while running. It’s similar to how you would wall-jump as a marauder, but does not provide you with nearly as much extra distance. Use it to scale gaps, or get up on top of crates you can’t jump onto.
  • Side-dodge. Making a return from GPP, dodging to the sides can now be performed. Obviously, you can’t dodge backwards, which was one of the most annoying parts of the GPP implementation. Double-tap left or right to leap to that side. Use it to evade alien attacks.

New in Unvanquished 0.46.0 Alpha (Dec 7, 2015)

  • First off, on the art side we’ve got the new flamethrower model in, as well as the latest release of our map Forlorn. The flamethrower replaces the placeholder we were using, and is ready for both first-person and third-person viewing. Grill some aliens with it for Christmas! Forlorn now has some large spaces redone, showing off the continued development of that map and its associated texture pack.
  • Internally, more work has been done on the engine infrastructure, including work on binary messages, vectors, CBSE, and cvar code. Very little of that would be visible to the average user, but it’s crucial for our continued engine development, especially for other projects interested in using our engine. We’ve also fixed a couple of annoying bugs, including permanent surface flames and servers disconnecting players after a map vote. Also, dragoon barbs will now regenerate faster when you’re in proximity to boosters or creep, which we can tell has been a long-desired tweak!
  • We are also debuting our updater this release. It will be the preferred means of downloading our game, and, as the name would suggest, it would also be used to update it. The updater runs off Qt and is cross-platform, and it should be fairly easy for websites and package maintainers to distribute, since it wouldn’t be released monthly. Our goal with the updater is that you would just download that once, and use that to get the latest released version of the game. As of this release, we are dropping our usage of SourceForge and moving solely towards GitHub releases and our updater, which runs off our torrent host.

New in Unvanquished 0.44.0 Alpha (Oct 5, 2015)

  • Features tested recently, and available to be tested, include:
  • Removal of the credit system. Humans and aliens can buy and morph into whatever they’ve unlocked as a team, and since players can just repurchase upgrades after death, this leads into very aggressive gameplay.
  • Simple momentum. As it would suggest, this drastically simplifies the momentum system so that momentum is only awarded for killing enemy players and their spawns.
  • Anti-camping. This reduces the fund and momentum rewards when players are within proximity of their base structures.
  • Unlocked buildables. All buildings are unlocked from the start, for both teams. Less tedium for players stuck building.
  • Construct anywhere. No longer are you bound to creep or power, you can just stick structures wherever you’d like. You can also optionally allow building without a reactor or overmind.
  • Build point pools. Instead of perpetually generating build points in a slow fashion, you start with a set number of build points, and drills and leeches add to the maximum number available.
  • Removal of stamina. You can no longer sprint as a human, but you can jump as much as you please. Wearing armor will keep you slow. In the future, we will look into adding interesting human movement.
  • Simplified locational damage. No more head, torso, or leg damage zones. There are just two: front and back, with attacks from the rear dealing more damage. Much easier for new players and dretches.
  • All of these can be toggled with cvars.

New in Unvanquished 0.43.1 Alpha (Sep 13, 2015)

  • Bug fix

New in Unvanquished 0.43 Alpha (Sep 7, 2015)

  • Fixes:
  • The most important thing to say, among many fixes, this release fixes two annoying bugs for users:
  • The “download loop”, sometimes players were stuck downloading the same package endlessly while connecting to a sever with autodownload enabled. This is now fixed.
  • The “red screen” bug, introduced last release, was a UI bug that obstructed the HUD. Luckily, the community server rolled out a hotfix early to fix the bug.
  • Updates:
  • Three maps are updated in this release:
  • Chasm, Supertanker added some vents and a movable ladder to access to the platform outside:unvanquished_2015-09-05_083626_000
  • Keziolio remade some high resolution textures for the Station 15 map by Supertanker, they are vegetation textures and signalling textures:unvanquished_2015-09-05_084134_000
  • Ingar updated his Vega map, he mainly added some objects on the map and recompiled the lightmaps a better way:unvanquished_2015-09-06_233502_000
  • On the engine side, it’s now easier to run a map that was added after the server started, which is good for server admins. `Ishq worked on his lua integration, three API are planned and the first one is already working: it’s a client-side API to manipulate the DOM of the HTML/CSS ui powered by libRocket. Two others API related to the game management itself are coming. Kangz cleaned many warnings and fixed a gcc 5.2 compilation issue.
  • The list of commits:
  • 1c3e5eb HACK: Redefine unix error codes to their windows equivalents on Windows
  • 628bcc8 Fix PARENT_SCOPE commit
  • fbb60eb Change using to typedef because travis’s gcc doesn’t like it
  • 16ed18f Pass BUILD_GAME_NACL_NEXE along when building nacl vms
  • 3b0b024 Set the external deps search path to parent scope
  • 1bed64b Version bump to Alpha 43
  • e883a79 Merge branch ‘lua’ into for-0.43
  • 6c4830c Delete commented out function and uncomment necessary function
  • 54eefc4 Merge branch ‘master’ into lua
  • 5081453 Actually send reply back for trap_R_LightForPoint
  • 85effa1 Merge branch ‘master’ into for-0.43
  • 69c463e Make nexe generation optional
  • 03ce206 Fix incorrect size for replaced HUD elements.
  • 86595a7 Fix error condition in trap_FS_LoadPak
  • 4ec32f0 Add a LambdaCmd to make it even easier to define commands
  • 1493fc9 Fix double newline in ConsoleField
  • fb4c555 Convert a Com_Printf in con_curses
  • 580fbb9 Create the homepath at FS initialization and check that homepath & libpath are valid
  • 9b49e5a Eat the download data even if we didn’t expect one
  • ad7edb1 Add debug logs for downloads
  • fbc563b Fix #803
  • caba279 Move the quit command to System.cpp
  • df803d8 Do not translate usage, Com_IsDedServer is not Com_IsClient
  • 86b92db Make WriteVariables/Aliases return a string instead
  • 4ec83b7 Put com_consoleCommand and com_ansiColor in con_ code
  • 11c2395 Make the console history use the new filesystem
  • 59338a2 Make the /delay command use Sys::SteadyClock
  • 582b326 Replace some usages of Com_[Printf|Error|Drop]
  • 7dec28b Remove unnecessary Lua librocket files
  • f35b880 Fix #802
  • f2ac4bb Remove unnecessary escaping in the deconstruct key bind option
  • f8f395b Update librocket
  • c6f9109 Rename lua -> luarocket
  • d1d08fe Add escape handling to human_build too
  • 181b900 Add a spawnflag to path_corner for stopping trains.
  • 8506e02 Guard building cgame with BUILD_CGAME in cmakelists.
  • e8f5563 Set PNACLPYTHON when generating the precompiled header
  • 3c35049 Merge branch ‘master’ into lua
  • f0ab3d9 Fix escape key handling with the new lua event system
  • 545904e Use $ instead of $ to support older cmake versions
  • c50aea9 Add /saveviewpos to save the current position to a cvar
  • cd8f302 Move over some hardcoded events to the new Lua event system
  • 84bb10b Make weapon inertia independent of framerate.
  • 228f705 Revert “Don’t truncate an int to a char when sending text input events across”
  • 320c6bc Don’t truncate an int to a char when sending text input events across
  • a7f5c76 Merge branch ‘master’ into lua
  • acdd0bf Fix opacity not working on backgrounds
  • 9d39528 Add a Timer function to Rocket lua
  • b588fec Disable -Werror for git users
  • fe755e6 Bounds check entityShared.numClusters
  • 83c95be Ignore some unused results
  • e4f9cec Squash some warnings
  • 68fae3c Merge branch ‘master’ into lua
  • eee9196 Properly pass the build configuration to the sub-cmake
  • d7be1a7 Fix build paths for NaCl VMs
  • 5a41a7b Disable -Werror for maybe-uninitialized in gamelogic
  • c079240 Shutdown the Lua subsystem in Rocket_Shutdown
  • 3a32268 Merge branch ‘master’ into lua
  • f7fe5f2 Use `-Wno-error=strict-overflow` except in CI
  • 4d08a29 Allow open files to be deleted & renamed on windows
  • ebf95dc Don’t truncate an int to a char when sending text input events across
  • 3acc740 Fix the default CMAKE_BUILD_TYPE
  • 8b23baf Fix building NaCl VMs with MSVC
  • 46720ea Clean up handling of compiler flags in cmake
  • 2cb8589 Fix precompiled headers for gamelogic on MSVC
  • 5c97a63 Fix precompiled headers for gamelogic
  • 1b811c0 Fix MinGW compile
  • a56e000 Nuke some unused code
  • 1e9e33f Upgrade external_deps and clean up cmake a bit
  • a1d83c6 Workaround broken is_pod in MSVC
  • 5fa55be Fix part of the MSVC compilation
  • db30366 Update build.sh with liblua
  • b743869 Fix crash in key bindings menu
  • 574a1b3 Fix typo in rocketElement.h
  • 166abeb Add rocketDebug command. ( void ) -> ()
  • 32d4511 Move location of cgvm.RocketFrame()
  • 1ec73fc Fix incorrect error message when not loading the ssao shader
  • db7df26 Merge pull request #793 from Keziolio/master
  • e69460a Merge pull request #789 from mbasaglia/fix_chat
  • e8984b8 window borders weren’t showing
  • 7ae3ea4 Fix red screen bug. (Remove debug code)
  • 356f497 Remove unused warning suppressions
  • b211d95 Butcherize warnings in s/c/b game
  • 224170e Fix a couple of regressions caused by the removal of the censorship feature
  • f2eaa54 Merge branch ‘master’ into for-0.43
  • 1aa2e15 Fix warnings on Mac
  • 23e46e2 Fix warnings in the renderer
  • dc42e41 Fix more warnings
  • 7650b71 Fix all regular warnings in the engine except in renderer
  • 026cf8a Use COMPILE_OPTIONS instead of the deprecated COMPILE_FLAGS
  • 3d25f0f Make audio/* use the new vector lib
  • 984d14d Remove the unused censorship feature
  • 936e8ee Nuke sgame’s Cmd_Test_f
  • 3704762 Add missing functions to null_renderer
  • ede71b1 Handle systems with no locales installed
  • f6d86d5 Detect newly added pk3s when starting a new map
  • b95daf6 Correctly use try_flag
  • 1483dc7 Fix compilation with GCC 5.2
  • 1a29f2d Update release links
  • 9a36838 Merge branch ‘master’ into lua
  • da96cfc Fix 64bit nacl suffix
  • 06f93bf Add lua as a dep for travis
  • fea5dba Fix NaCl builds with Lua
  • ab3c551 Update onCLick event for quit in menu_ingame
  • de15cf9 Merge branch ‘master’ into lua
  • 9a7f0be Merge branch ‘master’ into lua
  • 450d94c Merge branch ‘master’ into lua
  • cc6a824 Update sorting events to work with lua
  • b3aa250 If the ingame main menu is open and esc is pressed, hide all documents
  • 89ccd57 Merge branch ‘master’ into lua
  • ab68e4a Merge branch ‘for-0.31’ into lua
  • 7779e36 Remove custom event instancer and convert old inline events to Lua
  • 27eeb5c Add missing event functions
  • 2003c2a Add initial CGame events lua bindings
  • 3c2415c Add liblua5.2-dev to the list of deps for travis to install
  • 2d9d0ad Add initial Command system lua bindings
  • e7d82c4 Add initial Cvar lua bindings
  • cbcef48 Initialize lua. Fix lua build. Add /lua command
  • 3edb571 Add librocket lua files and update CMake to reflect this

New in Unvanquished 0.41 Alpha (Jul 7, 2015)

  • New model, more coding infrastructure work, and an updated map editor package.
  • Fixed issues:
  • 84983b0 First step in moving librocket to cgame.
  • a4fcb1d Remove client libRocket code
  • 6cbfd24 Initialize all fields of IPC::Channel in constructors
  • b477683 Remove librocket trap calls and replace them with direct calls to the library
  • a90af83 Add some syscalls. Something renders now. I don’t where the rest is though
  • 8837e75 Initialize glconfig with librocket init
  • a8bc4a5 Actually copy over all the font data when generating a font texture
  • c0ef576 Add more missing syscalls + some other stuff
  • 041516a Fix input handling with librocket
  • c5c1cf1 Add text input event to the cgame. Also remove some old unused VM calls
  • c1189fd Fix compilation of GAME_NACL AND NACL_EXE
  • 0027314 Take away focus from librocket when clearing keys
  • 4b61962 Remove incorrect command
  • 8563cd6 Call Rocket_SetActiveContext when changing keycatchers
  • 5542985 Call trap_Key_SetCatcher in CG_SetKeyCatcher
  • 21153e9 Don’t call Rocket_Render() multiple times per frame
  • c49f700 Add VMCall for sending console lines to cgame
  • e8ce926 Include NaCl precompiled libs headers in the deps zip
  • 061d61e Remove the misc_text element. It is unused and probably a performance abomination.
  • b94a425 Remove some unsued fields
  • 3f72eb1 Fix to not try to use ssao if driver does not support it.
  • 4d9bee6 Require vid_restart to load ssao shader
  • 449a475 Take only half of the samples to speed up SSAO.
  • 1318e1d Fix CMake CursesW finding routine
  • c1b2c87 Make GeoIP look for the databases also in libpath
  • fd590ac Remove GEOIP_SILENCE flag
  • 4045785 Fix travis
  • a47a931 Convert element
  • 8b09da0 Convert element
  • 6bb4960 Move Rocket update to the end of Rocket_Frame
  • b3ee6d2 Add TextHudElement. COnvert , , and to use it
  • 914e973 COnvert
  • 0f97d84 Remove unsued variable
  • e4f8ade Update librocket
  • 5ec6db4 Copy constructor for HudElement because GCC 4.6 can’t handle constructors calling constructors
  • f8f598e Replace STATIC_LIB with ROCKET_STATIC_LIB
  • b82aea2 MIssed a definition of STATIC_LIB -> ROCKET_STATIC_LIB
  • 21a114b Version bump to Alpha 41

New in Unvanquished 0.40 Alpha (Jun 12, 2015)

  • f299b1c Add initial implementation of Vector class
  • a90bac0 Put vector in the Math namespace, add VecX to the prelude
  • 55d7ab2 Add Data() method to vectors that exposes the internal data.
  • bd25e62 Allow mutating a vector through non-const Data and operator[]
  • 212348d Fix compound assignment operators for vectors
  • 761a16a Initial implementation of filters.
  • 8d3057b Download script typo.
  • 98c150a Reimplement weapon bobbing and inertia using filters (fixes #204 and #409).
  • 06a210c Rename Filter.hpp to Filter.h.
  • 003462a Clean up the filter code.
  • 582112c Fix build error
  • 7d6492c Some fixes for vectors
  • 884f537 Add a way to convert a vector to a string
  • 19fef52 Refactor CG_CalculateWeaponPosition to use the new vector library.
  • d928ff3 More filter code cleanups.
  • 0c3b04e Fix a compiler warning.
  • 5a482df More fixes for vectors
  • d88f140 Add projection, rejection and reflection to vector lib.
  • 627c9aa Capitalize all vector functions’ names.
  • d03e179 Use GL_ARB_framebuffer_object instead of the old GL_EXT_framebuffer_object.
  • 2a418e9 Ignore qtcreator project files
  • 3e3bc19 Avoid reuploading the same colorgrading textures every frame.
  • a2adc9e Changes to make shader debugging easier. Support a -set shaderpath “c:/unvanquished/main” option. See app and git comments.
  • 97251a9 Use runtime_exception as suggested by VadmimGit. Fix a compiler error regarding exception and some warnings.
  • f655753 More changes to address review comments and other tidy ups I noticed.
  • f148c92 Add headers in CMakeLists.txt to help some IDEs parse the project correctly.
  • 9d6e379 Revert g_shaderPath changes.
  • 990ff57 Address more review comments and more tidy up.
  • 77f97e3 Revert accidental change.
  • a295432 More clean ups.
  • 442918c For completeness fix review concerns about the performance of the StripComments function. Other small clean ups.
  • 2c52ac5 Fix some compiler warnings re:unused variables.
  • 5c7cfad Removed use shader_enabled flag. More tidy ups and renaming.
  • 0d44e49 Re-order code and make gcc happy.
  • 9181401 Fix another review issue.
  • 443ca16 Address more view comments: delete new lines in log messages, use implicit includes (yuk), adjust error message etc.
  • 84942a1 Fix missed review items more new lines and error things and re-use error codes.
  • d7b82fb Tidy up some shader logging loose ends.
  • 03ad4c7 Fix some overly complicated logic and make it clear when we have reverted back successfully to built-in shaders because of errors with external ones.
  • 46c3eb9 Small suggestions. Should be no functional change.
  • 75531a4 Fix some int to char conversion warnings.
  • dcd98fc Add SSAO shader based on AMD’s HDAO algorithm.
  • 5604bd8 Fix bug in file reading where caller will get junk if full read not satisfied.
  • 5f4a541 A bunch of by value to by const reference changes to help performance and be more idiomatic. NFC intended.
  • 9acc95f Fix bugs on /if command when used with string operators, or no ‘else’ command
  • 9b28400 Remove shader comment stripping.
  • 5650768 Remove comment stripping as no longer required. Remember to get latest shaders.cpp and /unvanquished/main/glsl folder when getting this commit.
  • 0fab68a Fix a regression I made where missing binary shader file causes an exception where it shouldn’t.
  • 34612f8 Fix syntax of prior commit and a few warnings.
  • 93fee30 A few more changes as discussed on irc.
  • d208ee0 Don’t error out if a shader binary can’t be loaded
  • 424a3fb Implement animations needed by the new barricade model.
  • 0a3ad89 Fix a few issues with the barricade.
  • eb54592 Stop openAL ‘No Error’ spam
  • 80cbaa8 Fix potential bug in zip file reading. If there’s an read error we can have valid data read to < length and we don't want to return random chunk.
  • 3aac187 Fix CMake GLEW finding routine
  • 2897cbd SSAO improvements.
  • 42d72fc Turn SSAO off by default.
  • 95db7f9 Add SSAO to options.
  • 0cd03af Some suggestions for String.h. Update a few member values and functions to const.
  • 33e239e Fix barricade model’s rotation.
  • c77f395 Make the client send the userinfo upon entering the game

New in Unvanquished 0.39 Alpha (May 11, 2015)

  • This release we focused on our spring cleaning effort, fixing showstoppers and improving the user experience of the game; read on for what’s new!

New in Unvanquished 0.39 Alpha (May 10, 2015)

  • 216d7a2 Remove the unused TWOSIDED compile macro.
  • 98ea7a9 Reset all vertex attributes on RE_Shutdown.
  • 05c32f4 Use Q_snprintf instead of snprintf because the latter doesn’t exist on windows
  • b74e9ec Make unvanquished compile with VS2015. Note SDL2 will need to be compiled with VS2015 too.
  • 6c445d3 Don’t include property type suffix in the value passed to sscanf as it can confuse it. Seems sensible anyway but makes VS2015 work.
  • fd9a63e Add a flag for when the process is terminating
  • 01fb67b Do not dispatch logs when the process is terminating
  • 0a8898c Fix VM compilation
  • 8ed6f59 Bind the new world VBO after R_CreateWorldVBO.
  • 0b61c25 Proper fix for 8ed6f598.
  • 4f7fb33 Fix deforms being applied to all following shaders.
  • 6a35b0f Reintroduce /me and /me_team, fixes #391
  • 241ff9e Set the number of bones in null_renderer, should fix #503
  • db9f9bb Fix wrong sorted aray order in 6a35b0f7
  • d35b42e Don’t print a warning if the default pak path doesn’t contain a pkg directory. Fixes #702
  • b908f6a Mark OSExit as NORETURN
  • e882322 Remove the qboolean enum
  • 8b3bc27 Simplify bool uses
  • 841fac3 Fix “Taking boolean from pointer ‘FS::PakInfo const *’ without a cast”
  • d8df70f Fix “Return type of function ‘trap_FS_Write’ declaration (void) differs from the return type of function definition (int)”
  • 67c97fe Mark Sys::Drop as noreturn
  • 11cad33 Fix “Returning ‘gentity_t *’ from a function returning ‘bool'”
  • ba78530 Remove redundant casts
  • 657e646 Replace NULL with nullptr in code
  • 62cab2d Replace NULL with nullptr in comments
  • 26fb278 Replace func(void) with func()
  • 53fe4d2 Fix “Variable ‘foundToken’ is reassigned a value before the old one has been used” in bg_voice.cpp Make trap_Parse_ReadToken return bool
  • ccfcb9d Fix “Parameter ‘define’ is passed by value. It could be passed as a (const) reference which is usually faster”
  • b7ccb02 Fix “The expression ‘enableNetworking’ is of type ‘bool’ and it is compared against an integer value”
  • e4a9d06 Fix “Same expression on both sides of ‘|'”
  • 2a57b98 Enable -Wextra and make the build pass with -Werror
  • 5546d24 Try ninja -j8
  • a82059b Suppress many instances of writable-strings
  • 7f51eac Add a missing override
  • c138957 Configure appveyor
  • 43324fc Fix MSVC C4805
  • 098a7bb Don’t print color strings if we are not on running a tty console
  • bff6225 Fix type of fields in unlockable_t.
  • d80a312 Reduce local compile verbosity to show only the warnings people actually care about
  • bbea53b Fix remaining writable strings warnings
  • 6c563be Fix remaining absolute value warnings
  • 55cd307 Remove unused warning suppressions
  • 0d5c425 Fix AppVeyor
  • cbd731f Improve build and launch instructions.
  • 46fa390 Fix VM compatibility broken in e882322
  • 32039c7 Pass index -1 for the global colorgrading configstring.
  • 6237280 Disable vsync by default, it causes performance issues for some people
  • d3beb7b Fix incorrect usage of memset found by GM2
  • ea1345d Replace some exceptions with error codes to help debug performance on MSVC
  • 81c87d1 Fix file error handling
  • b983c76 Update README to note that BUILD_GAME_NACL should be disabled when cross-compiling
  • 566a3e3 Automatically disable BUILD_GAME_NACL when cross-compiling. Fixes #713
  • ed8ca2c Generate GLSL for shaders with deforms.
  • a12c4ca Fix “too many dependent texture reads” error on mesa/r300g.
  • a503ca0 Fix #688.
  • 832cd81 Fix #686.
  • a614288 Fix games.log format breaking after 999:59 (issue #539).
  • 55b58ff Orient missiles along their actual velocity (fixes #586).
  • 82e0d17 Remove unnecessary draw command in tr_model.c
  • 36a07e0 Group project and source files for our Visual Studio friends
  • 88755cf Increase the number of reserved vertex uniforms to avoid software rendering on Mac
  • efcac1f Fix a couple MSVC warnings
  • b50ba9a Use a stringified deformVertexes shader to keep compatibility with old pk3s.
  • 0f1d7da Create script to stringify all shaders in the glsl directory.
  • 8b4f2c2 Only load RSA keys once during CL_Init
  • a114f8e Remove unnecessary dependencies from CMakeLists.txt
  • 3379a4e Clear deform shaders state to stop crashing on vid_restart
  • 9922b21 Only provide a UI for selecting supported resolutions
  • 7eb1292 Fix spectator spacing again
  • 9fb3085 Don’t draw numspawns if intermission has started
  • ed582ca Remove cvar attrib from the resolution dataselect. It is not used.
  • 2024c0f Remove comments from stringified shaders.
  • 351633b Store shaders as const char arrays.
  • 9dea2b8 Always show vote binds in the vote dialog
  • cd011ff No need to set pseudo class on element being deconstructed.
  • a3794f9 Make rocketChatField UCS2 aware.
  • d6e00c7 Fix order of functions in displaying translated spawn count
  • 9c9db73 Make the previous fix in the right place
  • f673ea9 Don’t use P_() because Travis complains. Expand it into multiple branches.
  • 6479f08 Nvm. Use P_() again and don’t hardcode the 1
  • 7790159 Fix MSVC warnings
  • f4aafe3 Stop all sounds when asked, fix #533
  • 181940f Revert “Fix VM compatibility broken in e882322″
  • a6226ad Make SendServerCommandMsg a SyncMessage because it can call back into the VM when a client is dropped.
  • 246394d Let instant building be enabled/disabled with a cvar (issue #718).
  • 8cd12b6 Use default deform for shaders with zero stages.

New in Unvanquished 0.38 Alpha (Apr 6, 2015)

  • 5e7447b Simplify beacon highlighting, fix BCT_HEALTH appearing on players.
  • 5c65f0b Add info about the highlighted beacon to HUD & various fixes.
  • 846cd4c Remove CG_FormatSI to fix QVM compilation.
  • 7a9c889 Continue beacon status displays. Still WIP.
  • f119501 Move highlighted beacon UI update to seperate function.
  • baaf858 Add beacon icon to info display.
  • d4afdc0 Fix Mac .app build scripts
  • 54b34da Archlinux: Update starters and config.
  • 062ae32 Simplify beacon highlighting even more.
  • ffb8b44 Archlinux: Don’t handle unv:// URLs in starter script.
  • 446d10d Refactor display of highlighted beacons.
  • f1259b2 Fix buildable tags disappearing when tagger leaves team.
  • a54d15b Disable occlusion effects for beacons for now.
  • f2d5b5d Snap tag beacon origin to exact player location if known.
  • 682a217 Display clamped beacons for enemy players.
  • 515d529 Remove manual tagging of enemy players, add human radar auto-tagging.
  • d4be9e0 Add alien sense using implicit beacons.
  • de14734 Remove old human radar and alien sense.
  • 80d8438 Properly detach alien sense beacons on death.
  • 5f04a4f Fix high CPU load caused by glFinish #359
  • 2395859 Less scoreboard flickering #371, better aligned layout
  • 268cd7b larger and scrollable map list with max-height, fix #667
  • 83cf04e sort maps by internal bsp name instead of display name (do not sort by color code) fix #670
  • b4744f8 Vertex shader refactoring.
  • ad9fb44 Fix passing deforms to shaders.
  • 6c43f6f Rework VBO creation to accept data in final form.
  • 1be0331 Do autosprite deforms in GLSL shaders.
  • a3bf25e Add new shader flag to turn on autosprite in RegisterShader.
  • 5975e11 Consider durability of affected units when calculating spiker attack scoring.
  • 3d113ea Diverse fixes for autosprite: fix alpha-testing, pass texcoords.
  • 55e479a Fix MSVC not properly zero-initializing values in the default constructor
  • faee5ba Use a C++11 braced initializer instead of a bracket initializer when zeroing a struct.
  • 33166e2 Fix sky box rendering.
  • de08217 Fixes for heat haze on particle shaders.
  • acaf611 Don’t allow dretches to bite turrets.
  • 0af55af Improve Spiker trigger conditition: Consider current health for friendly units.
  • 4ff7248 Add serialization support for vector
  • d579e95 Remove unused projectionShadow deform.
  • 8b4adf6 Fix cg destruction and init bug.
  • 9d57bab Add a GLSL implementation of DEFORM_NORMALS.
  • 92cab70 Remove unused things from tr_types.cpp
  • 866a9e5 Remove a bunch of unused renderer stuff
  • 242b9bc Update the number of uniforms used besides the bones matrices
  • c517ba0 Use a custom serialization for refSkeleton_t and refEntity_t
  • a7c3a83 Use ReadSize/WriteSize, thanks Amanieu!
  • 51435b9 Fix compilation of null_renderer.cpp
  • a0719f7 Validate number of bones for refSkeleton_t IPC
  • c77f998 Pass proper shader time to GLSL.
  • 0ace454 Make sure cm.entityString is null-terminated, see #649
  • abceb12 Remove stencil shader keyword
  • 3792f29 Remove unused warnings
  • 51e2c82 Remove support for shader guide that were unused
  • 1d4d340 Remove more unused shader stuff from the renderer
  • 9e62bf0 Fix last commit
  • 6dbb61d Reduce complexity of deform calculations.
  • d818c00 Make Logger::Do*Code templated to avoid a heavy std::function creation
  • e570876 Make vertex color available to deforms.
  • 7702b72 Add include dirs, make all includes use absolute paths
  • 1c23a95 Fix last commit commenting out the operator new
  • a03b297 Would that fix travis?
  • 429bb6e Fix Travis by adding a PPA for a more recent version of cmake
  • 23b29d7 Make momentum gained for kills depend linearly on player count.
  • 6568fab Custom deform for human buildings.
  • 8286050 Add warnings when files needed by NaCl are not found
  • a9c6f0b Add message id in SyncMessage vs Message error
  • 246a5fe Only open the log file after initialization has created the singleton socket
  • 35fc519 Properly reset the terminal after sending a command to an existing instance
  • b242134 Add a better check for the presence of a real terminal
  • 26c5ef2 Remove usage of Com_Printf and Com_Error in common code
  • 0afa5ed fix sensor_player entity, ref #663
  • ca8eff2 Change blendfunc add to blendfunc GL_SRC_ALPHA GL_ONE for particles.
  • 6d4cd0d Fix mass driver crash.
  • 30eaf8c Silence a warning from a typo.
  • d91bf57 Fix mass driver crash.
  • 1555181 Silence a warning from a typo.
  • 3466853 Fix shaders for pre OpenGL 2.1
  • 812b5c3 Fix TCGEN_ENVIRONMENT shader.
  • 67fe9f5 Make Sys_Milliseconds() and trap_Milliseconds()’s implementations match
  • c8d999f Roughly synchronize Sys_Milliseconds and trap_Milliseconds

New in Unvanquished 0.37 Alpha (Mar 2, 2015)

  • This release has major engine changes in addition to two map updates, some gameplay changes, a new model for the overmind that will creepily follow you with his unique eye, and a technical preview of an updater to easily keep the game up to date. Parpax’s layout has been updated while Forlorn has received yet another graphical update with particularly beautiful lighting in the central area. On the gameplay side, the spiker has been rebalanced by changing the fire pattern of the spikes to be more deadly and the human team has been slightly nerfed by reducing the damage and radius of the firebomb, and putting the Lucifer Cannon in a new momentum threshold, providing a smoother transition to human team’s most potent weapon.
  • On the engine side, we rewrote and improved the “system” modules of Daemon and ported the client-side VM to NaCl, completely replacing the QVM system that was inherited from Quake III. The latter is a very big change and is likely to introduce bugs and performance regressions, but releasing this will allow us to find these problems and fix them over the next alphas. Finally, for consistency, we renamed the server-side VM from “game” to “sgame”, so server administrators and package maintainers may have to update their scripts.
  • Overview of the engine changes
  • Two feature branches were merged for this release. The first one, sys_rewrite, simplified, refactored and improved the code responsible for the operating system-specific parts of the engine, altering the error handling in the engine to use exceptions instead of setjmp/longjmp, unifying error handling behavior across all platforms, as well as adding the ability to send commands to a running instance of the engine from the shell, a feature formerly provided by ad-hoc shell scripts. The second branch, nacl-cgame, marks a huge milestone in the evolution of Daemon by completing a project started back in the summer of 2013 to make the gamelogic virtual machines use NaCl instead of QVM. This allows us to use C++ for the gamelogic, include external libraries, and increase code-sharing with the engine; we had already moved the server-side VM to NaCl in Alpha 27.
  • The biggest problem with NaCl VMs is that calls between the engine and the virtual machine are much slower because they run in separate processes and must communicate through a socket. This is why, when porting CGame, we added the ability to communicate through a command buffer in shared memory: asynchronous commands are buffered in it and socket communication is only needed to signal when the buffer needs to be flushed. All audio related commands as well as most of the renderer commands are sent through the command buffer, greatly reducing the performance overhead of the communication. While in most cases there is no difference in performance compared to the previous releases, and even a gain of a couple FPS for mostly empty games (parpax default human base); a busy layout on the training server with hundreds of buildings and dozens of players incurs a 30% performance hit. This an acceptable loss given that we will further optimize the communication and that it is a worst case situation for a CGame NaCl VM.
  • Now that both VMs are using Native Client, we have deleted all of the QVM handling code, removing 23.000 lines of code of tools and 8.000 in the engine, although in fairness this delta doesn’t take into account the addition of the NaCl SDK, which is huge. Having C++ in the gamelogic brings a lot of benefits, ranging from having an intuitive vector math library that uses operator overloading, to structuring our entity types using components, all of which will hopefully help us move forward faster.
  • Changes for users:
  • The curses console is now off by default and command-line flags for the executables have been changed, they are now the following:
  • homepath to set the path for the “home directory path” where configuration files are written and paks downloaded
  • libpath to set the path for the “executable path” containing additional executables used to load a NaCl VM
  • pakpath adds another path from which pk3s can be loaded
  • resetconfig resets all cvars to their default value by not loading autogen.cfg on startup
  • curses activates the curses console, for server-owners wanting colors and a nicer console UI
  • set is now the preferred way to set a configuration variable (unlike +set which will now only be executed after engine initialization has finished)
  • + still works as before, but must be specified after the flags. It executes a console command after the engine has finished initializing.
  • help/–help shows a list of all available options and exits
  • version/–version shows the engine’s version number and exits
  • unv://ADDRESS[:PORT] allows you to connect directly to the server with the given address
  • Changes for developers:
  • The workflow when developing the gamelogic is now the following: while developing, build the VMs as native DLLs and run the engine with “-set vm.sgame.type 3 -set vm.cgame.type 3″, which will make the virtual machines run in a thread of the main process, making debugging easier. The engine looks for the native DLLs in the same directory as the engine executable, which is where they are built when Unvanquished is compiled from sources. When you want to release the VMs, build them as NaCl executables which will result in four files for each vm: with and without a “-stripped” suffix and targeting x86 and x86_64. Put both the x86-stripped and x86_64-stripped files in the root directory of a pk3, renamed as x86 and x86_64. In the future, the “basepak.sh” scripts automates this process.
  • In the rare event of a bug specific to NaCl VMs, or if you are an engine developer, you’ll want to debug the NaCl VMs directly. To do this, set the VM type to 1 and drop the nexe files next to the executable. You can then run the game with an added parameter vm..debug 1 which will start the VM in a gdb server. You can then connect to that server using the nacl-gdb provided in external_deps. In nacl-gdb, use “target remote localhost:4014″ to connect to the gdb server and type “c” to start the gamelogic.
  • Below are the commits that were added in this release:
  • 46f6f11 Initial work on rewriting the sys_*.c code
  • 5b6ae42 Simplify sleep code
  • 93ebe4d Mark process as DPI-aware on Vista and above
  • 9c46d70 Some more work on Sys
  • 94a9f27 Split system code between common and framework
  • bbd2247 Move DynamicLib into common
  • 5525d24 Start using some of the new system code
  • e317cbe Compatibility with gcc 4.6
  • b0fd8ed Don’t include dlfcn.h in NaCl builds
  • 52d55be Fix gamelogic compilation
  • c7d99a6 Reset signal handlers when a signal is caught
  • b39c65a Start work on CGame NaCl
  • 3199321 Nuke lcc too
  • ce19958 Implement more initialization code, including a new URL-handling system
  • 021df60 More work on sys_rewrite
  • 06d1e35 Whitespace fixes and make (c)gvm a unique_ptr
  • ab037ac Remove the need for StaticInit and clean up CommonProxies.cpp includes
  • f1d205c Remove excessive pointers from GameVM
  • 3d1eef6 Remove excessive pointers from CGameVM
  • acee865 Add STATIC_INIT VMCalls back, they are needed for proper initialization
  • dff074f Move game traps that are common with cgame in common files
  • 8e34694 Active back cgame compilation (no syscalls implemented yet)
  • aaf0ab2 Remove cg_api.asm and cg_api.c
  • e9a50fe Remove the map loading hack in the game vm
  • 719e183 Purge all QVM-related code
  • 37d655a More work on sys_rewrite
  • 83bb31f Implement Misc cgame syscalls
  • 79101d2 Add Audio cgame syscalls
  • 6f7e336 Unify the parse syscalls
  • f1f2842 Rename all C files in cgame/* and shared/* to C++ files
  • aaeb548 Remove unused syscall S_ClearSounds, thanks ZTM
  • 190abbe Allow client and server to run concurrently on the same homepath
  • 60f3200 Remove unused renderer cgame syscalls
  • 71886a8 Implement renderer syscalls
  • 77c6380 Remove the rest of the unused cgame syscalls
  • a1758ad Implement all key cgame syscalls and a missing renderer one
  • f891efe Implement all LAN cgame syscalls
  • 93211f0 Remove unused LAN functions
  • 8f86c89 Fix whitespace
  • fc223c8 Brutally implement rocket cgame syscalls
  • c3036b5 Remove CGame QVM syscall stats
  • 970ffd2 Fake the completion callback syscalls
  • 0e17e03 Add the last VM->engine syscalls, implemented in the VM or in shared code
  • cd8d89c Implement the Engine->VM syscall handlers
  • b93384a Add back the rocket VM initialization
  • ce09a16 Fix some message definitions and make VMs exit cleanly
  • c39a484 Change CM_LoadMap to load the map data itself
  • d41f6d7 More small fixes, we can now see the map for a frame
  • 3cc52f4 Fix CG_Trace not handling NULL vectors
  • 66f119a Handle more arguments that can be null
  • 7256ac9 Improve the tracing of syscalls (to have start and end markers)
  • 8edbc5d Disable CG_TutorialText temporarily, see #448
  • 2c134da Remove uses of tokenized strings for syscall param passing
  • cd18f56 Add trap_LAN_ResetServerStatus to fix crashes
  • a3843ba Init and shutdown cgame VM Services at the same time as cgame
  • ba6299b Quickfix for a crash in BG_UnloadConfigs
  • 0e4a280 Replace SetClipRegion with a null argument to ResetClipRegion
  • 1cc241d Delete duplicate entries in the CMakeLists.txt
  • 74bbd73 Revert “Revert “Add a check to avoid sending sync messages while handling async messages””
  • f49ef0f Fix trap_Rocket_GetProperty
  • 96971d3 Fix #471, progressbars not working on nacl-cgame
  • e00f966 Do not remove /listCgameCmds when removing a cgame VM
  • 15b137e Fix compilation of the TTY client
  • 2b3d000 Fix MarkFragment trap call, partially fixes #474
  • c8ba1b8 Fix the MarkFragment syscall more, #474
  • df0eddb Fixes #474 by fixing AddPolysToScene
  • 3f14e66 #474 fix MarkFragments even MORE…
  • a952f9b Move Com_*Time to q_shared to remove 2 syscalls
  • 709a976 Remove unused demo getter syscalls
  • 2c15b70 Send glconfig on CG_Init instead of doing a syscall to get it
  • 28d37ab Remove the GetGameState syscall, refactor gamestate
  • d452100 Move the getting of client state from a syscall to rocket_frame
  • 7ab31ef Remove an unused member of snapshot_t
  • 93521a7 Remove trap_Log
  • 13aa830 Fix async in sync error when a VM calls Com_Error
  • aaced1d Improve DynamicLib::LoadSym interface a bit
  • b5abf28 Make daemon work out of the compile on mac
  • 30bb43a Fix some crashes on macosx
  • f0d5478 Fix compilation for VS
  • 08eab7e Initialize all fields of IPC::Channel in constructors
  • 5c86c93 Various improvements for sys_rewrite
  • 4a69ce0 Remove some dead ‘viewlog’ code
  • fbb8dce Some more minor changes
  • 5b8f1e6 More sys_rewrite stuff, including proper error handling for VMs
  • a14c832 Properly reset the internal handle in DynamicLib::Close
  • a34a08f Make snapshot_t contain server commands and use a vector for entities
  • 7216345 Remove SetClientLerpOrigin
  • 6d0f514 Remove usages of identClient keeping netcode compatibility
  • ee6a40d Try to make Travis happy
  • 660fbab Add NET_Init to Com_Init
  • 4e5b085 Fix typo in VirtualMachine.h comments
  • 2b44a37 Fix compilation >_>
  • 446c67a Fix last-minute error in a34a08f4fec4
  • 436c198 Ensure all fds in loadedPaks are closed on shutdown
  • 4c1d445 Fix compilation on Mac
  • ff3acca Initial work on removing the old sys_ code
  • b99a9e3 Reimplement is num lock down
  • 006a664 Replace missing sys_main/{os} functions
  • 005b0ec Remove sys_local.h (move the remaining functions in qcommon.h)
  • f18693f Remove Com_TouchMemory
  • d12b12d Remove unused SDLMain.h
  • f4ddd6b Fix TTY client compilation
  • c792f8d Revert “Revert overmind animation changes.”
  • 8c3a559 Add new overmind config files.
  • 0fa3b2b Revert changes to NORETURN
  • 5cf9eb4 Add a warning if the VM process did not exit cleanly
  • b0e6cda Reset the background color to default instead of black in con_tty, this fixes terminals with fancy backgrounds
  • c4800c6 Fix crash when calling CG_CapTrace with null bounds
  • d4307d1 Split IPC in several files
  • 6944b6d IPC::Desc -> IPC::FileDesc
  • 522e4f2 Split the messages of cg_api.h in cg_msgdef.h, same for g_api
  • 9391dc8 Fix compilation without PCH
  • 1033577 Serialize -> Utils
  • c5433e1 Comment parts of the IPC and Serialize code
  • eb6a83c Make spiker deal locational damage.
  • ca846f9 Add more randomization to spiker fire pattern and improve trigger condition.
  • 087d30f Rename namespace Utils to Util to match previous Util namespace
  • dd30643 Disable the curses console by default
  • b46f476 First implementation of IPC command buffers
  • 059c026 Remove the key mechanism from Channel
  • 0bdeb5b Fix memory leak. No need for dynamic allocation here.
  • 00caaf8 Try flushing the buffer after every syscall (they are all synchronous)
  • 41bfcfc Ensure command buffer flushes are in sync message handling
  • e40ee01 Fix windows build. Define _USE_MATH_DEFINES to get M_PI etc.
  • 12f44f0 Remove a stack of unused variables. No intended functional change.
  • 6593545 Remove exception name comments as requested to by reviewer for pull request.
  • 4311ad6 Increase spiker spike damage (20 → 30).
  • 7459740 Fix a few compilation errors on MSVC
  • 737efae Fix MSVC build
  • 4fa449f Fix Win32 build
  • a4d33da Implement circular shared mem buffer, compiles but might not work yet
  • 2ccccf6 Fix the first implementation of the circular command buffer
  • f622f72 Add srand to static cgame initialization, fixes #575
  • e4e8747 Remove unused member in Channel
  • c271b16 Fix co;pilation after the merge
  • 651c91f Fix an IPC bug caused by a buffer Flush doing sync in toplovel
  • d251cf1 Misc changes to CommandBuffer, some suggested by Amanieu
  • 28655ac Mark win32 binaries as large address aware
  • 0f2de16 Don’t use smart pointers in client_t
  • 21047ac Prevent sending sync messages in VM toplevel
  • 0584d09 Fix last commit (no sync in VM toplevel)
  • 209d8ca Set CMake Policy 26 to new
  • b827b72 Revert “Set CMake Policy 26 to new”
  • ed1ce79 Reduce DATA_OFFSET, reload writer data when finished in CommandBufferHost
  • 88d0838 Drop on incomplete command buffer writes
  • c07e10e Switch of warning for MSVC about truncated symbols.
  • 88751db Switch of warning for MSVC about use of open instead of _open. etc.
  • 93dceff Fix MSVC performance warnings
  • 5ee8e83 Remove some unneeded move statements. They might even hinder than help.
  • 19cc636 Fix hive sometimes attacking while OM is down.
  • 24f4dfb Refactor hive target selection.
  • f796178 On /devmap do not clear the hunk after starting cgame
  • 4d3e496 Fix #606
  • 6fd994b Fix null com_consoleLines crashing the StringRef constructor in Com_StartupVariable
  • a5bb31d Fix Command already registered spam
  • dbf7d4d Refactor target selection of turrets and Rockedpods
  • 8eb6fe4 Update external_deps
  • 75e6a78 Make build.sh work on mac with two new hacks
  • 66274e8 Newer NaCl sdk versions don’t put executables in bin64/ anymore
  • 9175cd6 Add a copy of BlendSkeleton on the VM side (uglily)
  • dae519e Fix warnings in CommandBuffer.cpp
  • 4b90e61 Some more doc for IPC, hopefully it will be useful to someone someday
  • ebb7012 Fix one reason for “invalid source” in issue #516
  • 27ce34f Fix command buffer, better logging
  • c070f95 Make the renderer call use the command buffer
  • 290d825 Optimize the binding getting syscall and re-enable the tutorial
  • 7e94483 Updated NaCl SDK prevents VM from creating shm, wors around this limitation
  • b60a3a2 Make the alignement of transform_t match between native and NaCl
  • 2335346 Add checks that the entire message is consumed in HandleMsg
  • 3c4e9e2 Avoid the use of sigwait because it interferes with gdb
  • 8a8114c Update the quit mechanism for VM type 4
  • 4a2935a Nerf firebomb, adjust human unlock thresholds.
  • 55b652b Escape text sent from a rocket chatfield
  • ac7c905 Ensure that we always blank the element if we return early.
  • 3265b37 Ensure that scoreboard shows at intermission. Disable +/-scores during intermission
  • b0b3426 Fix a bunch of warnings in the cgame
  • f384507 Fix compilation on Windows after nettle update
  • 5300122 Super ugly fix for nettle in non-win
  • 689b352 Detect the parameter type of nettle_random_func with templates
  • 3b7524c Make VMBase::Free free libpath nacl vms
  • bcf8107 Use physical keyboard layout instead of virtual for game controls
  • 04f7e8e Clean up vm.*.type values and native vm filenames
  • f4dbc7d adjust .gitignore
  • 65c7092 Fix compilation of Nettle version detection on Windows
  • f86fb4f Better error description for snapshotNum
  • fe50af5 Fix CMake warning
  • 7f2c27f Correct buffer size for formatted net address with port
  • 8386499 Force the command environment to be transient instead of stateful
  • ca5a57b Fix Exec printing execing … after sending the file to the command buffer
  • 8d518c2 Execute the command buffer on an rcon, fixes #598
  • 427ce7c Change -path to -pakpath and add path validation to the FS
  • a748f38 Rename sel_ldr to nacl_loader
  • 8937e6d Add some basic thread safety for the command system
  • 09883f9 Fix another cmake warning
  • 1565c21 Fix filesystem syscalls not passing file handles properly
  • a60f07e Avoid deadlock on exit on Windows due to CloseHandle blocking
  • 207e19c Fix compilation on Windows
  • dbac194 Don’t let nacl_loader create a console window
  • 51ee5f8 Enable the curses console by default for the windows server and tty client
  • ffa2121 Pass refEntity_t by rv-ref to HandleMsg, fixes compile for Win32
  • 710f10b Use M_PI_2 and M_PI_4 where applicable.
  • 3196474 Revert “Use physical keyboard layout instead of virtual for game controls”
  • 94c50c0 Clean up command line options, make -help useful
  • 9f066ee Make stdout/stderr visible on the parent process’s console on Windows
  • 224b5f9 Rename game to sgame
  • ef1d72b Add basic target tracking for the overmind eye.
  • 0b1524e adjust .gitignore
  • fa2afc1 No need to use floor to truncate alien evo value
  • ed48a17 Fix command escaping for rocket chatfields
  • 16731ab Remove the ability to run commands from a chat text field

New in Unvanquished 0.36 Alpha (Feb 3, 2015)

  • Add spiker and placeholder spiker code
  • Fix spiker config files.
  • Adjust spiker body, bounding box and creep sizes.
  • WIP on the spiker.
  • Add missing spiker.missile.cfg, update spiker shader name.
  • Use spike model for the spiker’s missile.
  • Update changelog.
  • Use proper missile model for spiker.
  • Update changelog.
  • Allow missile impact PS to spawn in flight direction.
  • Split special casing in MissileImpact into seperate functions.
  • Update packaging.
  • download-pk3.sh –cdn ⇒ use cdn.unvanquished.net.
  • Avoid undefined behavior from dereferencing an invalid pointer
  • Improve turret and rocketpod code; Give rocketpod a lock-on delay.
  • Half rocketpod fire rate, increase damage by a third.
  • Remove temporary flag from g_debug* cvars.
  • Remove everything related to hunkusage.dat
  • Implement new repeater model.
  • Use vfork instead of fork to avoid potential out of memory errors
  • debian: fix JPEG dependency by adding libjpeg-dev as preferred alternative.
  • Option for specifying the path to the NaCl helper binaries.
  • Remove the encryption of usercmd sent to the server
  • Don’t always show spiker debug output.
  • Use placeholder effects for the spiker.
  • Adjsut spiker price, threshold and description.
  • Fix socket handle getting overwritten with vfork
  • Fix from Ensiform for event overflow during startup and loading
  • Remove identClient from userCmd_t
  • Arch Linux: Use server.lanOnly in server configuration.
  • Refactor missile PS/TS handling.
  • Improve turret and rocket pod performance.
  • Clean up NACL_RUNTIME_PATH and add a message to show which pk3 a VM is extracted from
  • Make spiker idle anim looped.
  • Don’t clear keys upon changing UI focus. Also, change UI focus last.
  • Change order of buy validation logic for weapons and upgrades
  • Set element to be empty instead of returning when returning clips if holding a ckit
  • Update librocket
  • Fix a few warnings
  • Set overmind animations
  • Make dedicated only server commands useable again.
  • Make OM anim loop
  • Revert overmind animation changes.
  • Only enter turret pre-blast state when about to blast.
  • Prevent map models from appearing at missile impact point.
  • Small cleanups in server code
  • Remove remaining reference to vm_game
  • Blind fix for demos not loading paks
  • Fix pk3 loading in demos
  • Only load extrapaks for demos
  • Increase Bone limit to 256.
  • Fix typo in VirtualMachine.h
  • Add kill message for the spiker
  • Version bump to Alpha 36
  • Change the -> a in spiker kill message