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v1.3.8 Release #143
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v1.3.8 Release #143
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Alpha sync
Fix memory leaks. Fix draining decoder.
Skullersync
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.
Skullernet master 1
Added ffmpeg deps
* 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
Master skuller sync to aqtion-alpha
Forgot to save file
Cache hitsounds
Sensitivity-based zoom controls
…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
Testing Mac ARM builds
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client+server
Change involving both q2pro and gamelib
documentation
Improvements or additions to documentation
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gl_glowmap_intensity
scr_lag_draw_scale
so thatscr_lag_draw
is visually scalable