looks like VS2010 doesn't understand 'None' as DebugInformationFormat.
Improve handling of huge entities in SV_FindTouchedLeafs
Optimize BoxOnPlaneSide
Fix potential buffer overflow in Mod_LoadAliasFrame
github ci: update deprecated node.js 16 actions
Update AppStream metadata to 1.0 standard
oslibs, codecs: updated libxmp builds from the latest code in git.
re-diff'ed an optional patch under Misc/ so that it applies cleanly
keys.c: disable -Warray-bounds warning from gcc >= 8. seems bogus.
tiny reorganization after commit f20e894
fix buffer overflow in progs global string functions
Reserve enough space in PF_makestatic for worst case scenario
Added MinGW continuous integration workflow
Add Flatpak metadata files
Add new game message hint
quakespasm 0.96.1
oslibs: updated libmpg123 builds.
Noticed this late, sorry. I guess what you describe is a limitation: AFAIK, upon every new map load, wordspawn is scanned for fog and what's dictated is used. Eric may know better.
SDL2, windows: update to latest official 2.28.4 version.
constifications
Can't bind KP_5 key to +back
Dup of https://sourceforge.net/p/quakespasm/discussion/1092022/thread/6b7c235093/?limit=25
crash in xorg
No response since 3 years. Closing.
Quake 2021 remaster: Possibility to use the improved audio bitrate
use the Q_COUNTOF macro at more places.
simplified CR/LF removal from level name in saves.
updated changelog.
Fix potential buffer overflow in COM_Parse e.g. `wad` field longer than 1023 characters
added a Q_COUNTOF macro for array sizes
Unable to play large maps with chase_active enabled
This bug was fixed with this commit. It seems the skybox issue mentioned in the linked video is caused by a fundamental issue with the chase camera jumping when the target depth abruptly changes from near object to a distant skybox.
bump version to 0.96.1, update documents for changes.
Fixed demo recording as client-only after connection to a server
Eric: Can you please review the patch?
This bug occurs because the texture coordinate offset is simply not used when calculating the liquid texture coordinates. The attached patch corrects this for standard liquids, oldwater and lightmapped liquids. Regards, stn
simplified q_strcasestr (based on SDL's implementation)
I have tested the patch with the Arcane Dimension mod. Everything there was not changed. However, I had made a mistake by assuming every mod has its own directory, making the patch affect custom models from mods installed in the game's official directories (id1, rogue, ...). I could modify the patch to also check which .pak files (id1/pak0.pak etc. for the original assets) they get loaded from, thus not changing the texture coordinates of any models from mods. I believe this would address all the...
I'd rather not apply this patch after Eric's comments above. Eric?
I don't think that I like this.. Eric: what do you say?
Audio is not muted when window is minimized early + more
gl_mesh.c: remove unused globals.
r_brush.c: remove commented out R_DrawSequentialPoly().
quakespasm 0.96.0
quakespasm 0.96.0
updated builds of SDL2 (macOS), opusfile, and xmp.
minor tweaks to changelog.
Revert the depth_clamp extension patch.
R_BuildLightMap: conditionalize the artifical clamp to wide10bits case.
fixes to 10-bit lightmap support:
SDL2, windows: update to latest official 2.28.3 version.
remove duplicated extern declaration of r_lightmapwide.
re-diff'ed an extra patch under Misc/ so that it applies cleanly.
miscellaneous clean-ups:
minor spelling fix to documentation.
re-diff'ed extra patches under Misc/ so that they apply cleanly.
removed *.orig files from qs_pak folder and added diffs instead.
check ARB_depth_clamp, then check NV_depth_clamp if it fails.
minor README update.
Enable NV_depth_clamp extension, if found (suggested by Andrey Budko.)
allow disabling use of 10 bit depth for lightmaps with -nopackedpixels
comment out unused global lightplane.
remove unused trivial_accept member from entity_t struct
Simplify alias model UV computation
Optimize GL_MakeAliasModelDisplayLists
Remove unused shirt/pants color tables
Tweak R_CullBox
gl_mesh.c: clean-up.
gl_mesh.c: change the arrays to have proper sizes.
updated 0.96.0 changelog.
Backport angled sprites code from FTEQW
check Sys_FileRead results like fread
added some missing c++ guards.