Name | Modified | Size | Downloads / Week |
---|---|---|---|
Parent folder | |||
quake3e-macos-aarch64.zip | 2024-10-14 | 3.4 MB | |
quake3e-windows-x86.zip | 2024-10-14 | 2.3 MB | |
quake3e-windows-x86_64.zip | 2024-10-14 | 2.3 MB | |
quake3e-win98.zip | 2024-10-14 | 1.3 MB | |
quake3e-windows-arm64.zip | 2024-10-14 | 2.1 MB | |
quake3e-linux-x86.zip | 2024-10-14 | 2.2 MB | |
quake3e-macos-x86_64.zip | 2024-10-14 | 3.4 MB | |
quake3e-linux-x86_64.zip | 2024-10-14 | 2.1 MB | |
2024-10-14 source code.tar.gz | 2024-10-14 | 18.3 MB | |
2024-10-14 source code.zip | 2024-10-14 | 18.7 MB | |
README.md | 2024-10-14 | 2.6 kB | |
Totals: 11 Items | 56.0 MB | 7 |
14-Oct-2024:
* Common: improved wait
command handling, now it will wait exact amount of client/server frames
* Common: allow src and dest buffers to be overlapped in Q_strncpy()
for QVM compatibility reasons
* Common: Use nanosleep(2)
instead of usleep(3)
- usleep(3)
was declared obsolete in POSIX.1-2001 and removed in POSIX.1-2008 and nanosleep(2)
was recommended to be used instead.
* Server: cache sv_maxclients
value to avoid potential crashes caused by VMs changing it at runtime
* Server: save latched sv_pure
state to dedicated variable
* Server: suppress false hitch warning during map load
* Server: reworked/optimized gamestate retransmission/acknowledgment
* Server: don't change serverid during map restart
* Server: don't spawn loading clients during map restart
* Server: fix server resource leaks during client reconnect
* Client: rewrote CL_WritePacket()
to allow proper packet duplication - which was intended by multiple function calls before
* Client: Strip \cl_aviPipeFormat
* Win32: report actual color bits and correct PFD count
* X11: request alpha bits for >=24 bit color profiles
* Docs: Create quake3e.md, update quake3e.htm
* Vulkan: increase MAX_IMAGE_CHUNKS from 48 to 56
* Vulkan: added missing texture mode setup in GL_SetDefaultState()
* Vulkan: disabled \r_ext_alpha_to_coverage
for now due to rendering artifacts on beyond4-wfa map
* Vulkan: do not set transient flag for depth/stencil attachment when bloom (and thus - post-bloom pass) is enabled
* Vulkan: fix screenmap image layout transitions
* Vulkan: re-create swapchain on VK_SUBOPTIMAL_KHR as well
* Vulkan: improve flare visibility test code
* Vulkan: fixed various image layout transition synchronization issues
* Vulkan: applied fixes to some "Best Practices" validation layer errors
* Vulkan: add \r_bloom_threshold_mode
and \r_bloom_modulate
cvars, similar to OpenGL renderer
* OpenGL: allow all static tcGens/tcMods for VBO/environment mapping (assuming that we have all tcMod corrections applied before)
* Renderers: use glConfig.stencilBits
instead of dereferencing \r_stencilbits
cvar
* Renderers: apply lightmap texcoord correction only if lightmap is actually set
* Renderers: apply additional lightmap texcoord corrections when needed
* Renderers: do not merge single lightmap
* Filesystem: allow multiple basegames in fs_basegame cvar separated by '/'
* Filesystem: reset fs_basegame
cvar to last separated item
* Makefile: fix grep warnings in macOS builds
* macOS: app will search for pk3 inside and next to the app bundle
* Use SDL_WINDOW_FULLSCREEN_DESKTOP on macOS