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v1.3.8 Release #143

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v1.3.8 Release #143

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@darkshade9 darkshade9 commented Nov 15, 2023

  • New extension interface
  • MD5 support
  • Refactored footsteps @baron might be of interest to you (different footsteps based on material player is standing on)
  • gl_glowmap_intensity
  • Support for 24-bit PCM in WAV (just truncates down to 16-bit, but at least they won't break)
  • Lit liquid support
  • Lightgrid interp
  • Significantly increased limits again, generally doubled in size, some even 8x larger
  • Support for cinematics via libavcodec (ffmpeg)
  • Added scr_lag_draw_scale so that scr_lag_draw is visually scalable

darkshade9 and others added 30 commits October 30, 2023 19:42
Fix memory leaks. Fix draining decoder.
If client is minimized, mix ahead 0.125 sec minimum. 0.1 sec results in
choppy sound when client runs at 10 FPS.
Has the benefit of supporting more than just Ogg Vorbis format for
music.
Some broken servers/demos may try to send configstring updates before
serverdata. This would result in error because configstring mapping is
not initialized yet.

Fixes skullernet#330.
Just save to fixed ‘save1’ slot for now. Needed to differentiate
regular saves from autosaves in the menu.
Fixes GL_INVALID_ENUM error with GL ES 3.x.
Shared struct fields and computations common to client and server.
If we are loading LOAD_LEVEL_START autosave with existing level file,
this means we have re-entered this level from another level, and we need
to run it for 10 seconds.

Fixes buggy mgu3m2 -> mgu3m3 -> mgu3m2 transition if after re-entering
mgu3m2 player is killed and level is reloaded.
* Added listsound command for server

* Updated comment

* Backwards compat is broken currently

* Encapsulated AQtion-specific items with preprocessors

* Still no dice yet

* Works locally

* Had to hard-set some enums

* Converted #ifdef to #if for USE_AQTION
@darkshade9 darkshade9 added documentation Improvements or additions to documentation client+server Change involving both q2pro and gamelib labels Mar 5, 2024
darkshade9 and others added 17 commits March 19, 2024 12:47
…step sound from all loaded step sounds in the player's sound directory. This was problematic because the default pak-file for action now contains twelve step sounds, unintentionally activating the func cl_enhanced_footsteps for everyone. This was not optimal as many players have only four original step sounds in their personal pak-files, resulting in the player having their personal step1.wav - step4.wav mixed up with step5 - step12.wav from baseaq/pak0.pkz

To address this, the use of the cvar cl_enhanced_footsteps has been enforced. Now, it must be set to 1 for CL_PlayFootstepSfx to play more than the first four step#.wav sounds.
Fixed an issue in CL_PlayFootstepSfx where it always played a random …
Set defines for referencing OpenAL header files for MacOS
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4 participants