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Changelog for vkquake-1.12.1-bp154.1.34.x86_64.rpm :

* Mon Dec 06 2021 Martin Hauke - Add patch:
* 0001-Fix-format-overflow-warning-with-32-bit-gcc.patch
* Fri Nov 26 2021 Martin Hauke - Fix source url
* Fri Nov 26 2021 Martin Hauke - Update to version 1.12.1
* Bugfix release
* Thu Nov 25 2021 Martin Hauke - Update to version 1.12.0
* Support for scriptable particles ported from QuakeSpasm-Spiked (e.g. for Arcane Dimensions). If vanilla behavior is wanted they can be diabled with r_fteparticles 0
* Mon Oct 25 2021 Martin Hauke - Update to version 1.11.1
* Improved compatibility with 2021 Quake re-release Known issues:
* Some entities don\'t animate smoothly with FTE protocol extensions. cl_nopext 1 is a workaround right now. Same bug exists in QSS.
* Sat Sep 04 2021 Martin Hauke - Update to version 1.11.0
* Initial support for Quake 2021 re-release
* External vis file support- Update to version 1.10.0
* Merged protocol extensions from QuakeSpasm-Spiked. This fixes non smooth movement on elevators in certain cases.
* Custom HUD client side QuakeC support for Arcane Dimensions (disable with cl_nocsqc 1).
* SIMD CPU optimizations from Andrei Drexler - especially helpful in complex levels like ad_tears.
* Stencil buffer optimizations for sky rendering reducing overdraw.
* Resolution scaling to 1/2 1/4 or 1/8th resolution.
* Added support for r_fullbright & r_lightmap.
* Implemented full r_showtris support.
* Option in menu to set max frame rate.
* Higher precision game time and precise frame rate throttling.
* Fix exclusive full screen alt+tab issues.
* Bumped default heap size to 384MB. Changes from beta1:
* Fixed potential issue with Intel GPUs and render scale.
* Renamed \"filter\" to \"textures\" in menu to make it more clear what the option does.
* Fixed missing gun icons in HUD. Changes from beta2:
* Fixes ambient sounds.
* Multiple memory corruption fixes.
* Fix compatibility with some mods.- Update to version 1.05.3
* Fixed dynamic lights not updating properly.
* Added menu options for particles (GL or software style).
* Added \"exclusive\" menu option to fullscreen setting to control VK_EXT_full_screen_exclusive.
* Removed a bunch of rendering cvars that do nothing in vkQuake.
* Fixed edge case with out of range fog values.- Strip binary
* Fri May 07 2021 Ferdinand Thiessen - Update to version 1.05.2
* Only use VK_EXT_full_screen_exclusive with NVIDIA drivers as people reported problems with other configurations
* Fall back to non exclusive full screen if swap chain can\'t be created
* Fix descriptor set leak
* Fix rare crash in vertex buffer memory management
* Fix world dynamic light update lagging one frame behind brushes
* Sat Dec 26 2020 Jacob Tice - Update to version 1.05.1- Drop 0001-Remove-use-of-VK_DYNAMIC_STATE_RANGE_SIZE.patch
* Sun Sep 13 2020 Christophe Giboudeaux - Add upstream patch to fix the factory build:
* 0001-Remove-use-of-VK_DYNAMIC_STATE_RANGE_SIZE.patch
* Fri Mar 27 2020 Christophe Giboudeaux - Update to 1.04.1. Changes since 1.02.0:
* Lots of Vulkan fixes
* Frame rates over 72 Hz don\'t break physics anymore
* Default maximum frame rate raised to 200 Hz.
* Fix crashes with some Intel drivers and anti aliasing
* Fix crash \"out of dynamic vertex buffer space\" in some very large custom maps
* Fix gun position being different than in QuakeSpasm when status bar alpha is 0
* Fixed alpha tested alias models
* Fixed too large dynamic buffer allocations
* Lightmaps are now dynamically allocated (from QuakeSpasm)
* Particles are now rendered as quads instead of triangles by default (r_quadparticles) like in QuakeSpasm.
* Fix alpha tested geo not testing depth
* Fix issue where wrong push constants were being set if render size is smaller than window
* Fixed certain UI elementes being rendered with alpha blending instead of alpha testing like in QS
* Fix issue with Intel GPUs crashing when leaving full screen
* Updated to latest QuakeSpasm code
* Fix particle alpha being affected by fog
* Mon Jun 17 2019 Martin Hauke - Update to version 1.02.0 + Frame rates over 72 Hz don\'t break physics anymore (from QuakeSpasm spiked) + Default maximum frame rate raised to 200 Hz. + Fix crashes with some Intel drivers and anti aliasing + Fix crash \"out of dynamic vertex buffer space\" in some very large custom maps + Fix gun position being different than in QuakeSpasm when status bar alpha is 0 + Other minor Vulkan fixes- Update to version 1.01.0 + Extremely large textures should now work + Fixed alpha blending issue in some maps (e.g. xmasjam2018_bloodshot) + Partial support for r_showTris (world and particles) + Update to latest QuakeSpasm code
* Sun Oct 14 2018 seanAATTsuspend.net- Update to 1.00.0 + Peformance optimizations (use function pointer instead of loader) + Compute shader water texture update + Update to latest QuakeSpasm code
* Tue Jun 27 2017 luke.nukem.jonesAATTgmail.com- Update to 0.96.2 + Fix for AMD hang- Changes from 0.96.1 + Bump limits for Arcane Dimensions 1.60 (ad_sepulcher) + Fix for broken dynamic lights since version 0.92 + Add fence between command buffer completion and present (required by Vulkan spec) + Potential optimization for some drivers: Mark command buffers as VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
* Thu Jun 15 2017 borisAATTsteki.net- update Source url to work as intended
* Tue Jun 13 2017 luke.nukem.jonesAATTgmail.com- Initial packaging
 
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