Changelog for
vkquake-debugsource-1.31.2-lp160.1.3.x86_64.rpm :
* Wed Oct 02 2024 Michael Pujos
- Update to version 1.31.2
* Improvements - Added proper nomonsters 1 option : Don\'t spawn monsters when starting a map - Add ability to bind function keys (F1-F12) in Key Bindings menu - Key Bindings now able to remap the usual Quake shortcuts bounded to function keys before - Allow any supported music type to play - Library updates - Code cleanups
* Fixes - #734: Fix a potentially game-breaking bug, manifesting itself as frozen entities, or even game events not triggered at all - Vulkan fixes by AATTNovum - Remove \"CDAudio disabled at compile time\" message - Some smaller fixes here and there
* Fri Aug 02 2024 Michael Pujos - Update to version 1.31.1.1
* Improvements - Removed option Game > Load last save = fast, replaced by the addition of Game > Fast loading = on/off applicable to all loading actions: With Fast loading = on, loading the same level over and over become almost instantaneous, even for monster levels, like The Immortal Lock - Library updates - Code cleanups
* Fixes - Various Linux build fixes (makefile) - Moving Elevators hurting player and monsters, with fixes by AATTandrei-drexler (sv_gamefix_elevators CVAR) and others - Remove Sky_ClipPoly: MAX_CLIP_VERTS hardcoded limit - Sound resample compute can overflow with very big sounds - Host_error: ed_alloc: no free edicts due to edicts \"leak\", showing up on big levels in particular
* Sat Jun 22 2024 Michael Pujos - updated build to use meson rather than plain Makefiles- removed fix_maybe-uninitialized_error.patch not needed anymore- Update to version 1.31.0
* Improvements - Support r_skyalpha - Added Support for JPEG and PNG texture format - Support demos larger than 2 GiB - Many performance optimizations by AATTandrei-drexler from Ironwail - Increased internal limits on the number of models, triangles, sounds...etc. for the most demanding mods - We can now play Slayers Testaments. - Increase chase cam target trace distance for large open maps - Add set and seta commands - Add 2+3 arg forms of the toggle command - Backport angled sprites code from FTEQW - Tweak scr_viewsize 130 (hide pause, momentarily show notices) - Multithreading performance improvements by AATTNovum and AATTtemx - Library updates - Code cleanups
* Fixes - Clear button status on map load to prevent stray fires/jumps - Fix Dutch angle VP_PARALLEL_UPRIGHT sprites - Fix potential buffer overflow in COM_Parse - Fix potential buffer overflow in Mod_LoadAliasFrame - Fix potential infinite loop in S_PaintChannels - Work around some collision issues by AATTMacil - Give the cvars generated from float+vector autocvars prettier default/initial values - Fix viewmodel interpolation with >10Hz animations - Remove annoying \'... is unbound, hit F4 to set\' message - Fix \'S_FindName: out of sfx_t\' errors when switching Mods / maps
* Sun May 19 2024 Carsten Ziepke - Fix building for openSUSE Leap, use gcc11
* Fri May 05 2023 Jaime Marquínez Ferrándiz - Add fix_maybe-uninitialized_error.patch
* Sat Mar 18 2023 Martin Hauke - Update to version 1.30.1
* Add a workaround for AMD driver bug causing corrupted sky and a minor Vulkan correctness fix.
* Tue Mar 14 2023 Michael Pujos - removed patch fix-aarch64-build.patch, not needed anymore- requires vulkan-devel >= 1.2.162- Update to version 1.30.0
* Support for remastered models (Needs data from remastered Quake)
* Support for dynamic lightmap shadows (requires an RT capable GPU)
* Reworked all option menus
* Support for modern HUD style
* Transparency sorting (thanks AATTtemx)
* Dynamic lights are now computed in world instead of texel space for more consistent light sizes
* New GPU memory allocator
* Improved level load times
* Mon Dec 12 2022 Michael Pujos - added patch fix-aarch64-build.patch- Update to version 1.22.3
* Mouse support in menus
* Support for binding weapons in controls menu- Update to version 1.22.1
* Fix potential crashes on vid_restart
* Fix validation error complaining that VK_FORMAT_R32_UINT doesn\'t support linear sampling- Update to version 1.22.0
* GPU driven rendering (r_indirect) - much better performance in certain scenes (thanks AATTtemx)
* Windows installer, detects existing Quake installations
* vkquake.pak is embedded into the executable, external file no longer used
* Configuration is now saved to vkQuake.cfg instead of config.cfg
* Demo seek support (arrow keys seek 10s, shift+arrows seek 30s, seek command bindable to function keys: bind F1 \"seek -3\")
* Demo recording is no longer interrupted when loading savegames
* fastload command loads savegame without reloading level (bind F6 \"save quick\"; bind F9 \"fastload quick\")
* Underwater sound filter (snd_waterfx 0 to disable)
* viewsize 130 for clean screenshots (+/- keys to quickly select)
* Built-in zooming support (togglezoom, +zoom/-zoom, zoom_fov, zoom_speed)
* Model .scale support for mods/maps
* Lightstyles no longer saturate at 2x brightness
* CPU/GPU optimizations for maps with very large geometry/lightmap footprints
* Fixed pitch-black entities in some Arcane Dimension levels
* r_speeds works again, r_showbboxes shows edict numbers
* Various other bug fixes
* Sat Aug 13 2022 Michael Pujos - Update to version 1.20.3
* Fixed multiple parallelism bugs
* 8-bit mode now has dithering- Update to version 1.20.2
* Fixed a crash on startup with re-release Quake data
* Fixed crash with small stack sized on Unix (e.g. musl libc)- Update to version 1.20.1
* Fix a bug that could cause random lockups with 1.20.0
* Fix screenshot crash
* Fix corruption if new vkquake.pak is missing or old one is still in place- Update to version 1.20.0
* Parallelized renderer for significantly higher performance
* Parallelized texture mip generation for faster load times
* SIMD code optimizations
* \"8-bit\" color mode emulation
* Scaling is now less blurry
* Mods menu
* Completely replaced memory management (no more -heapsize)
* Mon May 16 2022 Martin Hauke - Update to version 1.13.1:
* GUI scale is now relative to screen height (scr_relativescale 0 to disable).
* Crosshair is selectable from menu and added option for dot instead of cross.
* Improved compatibility with latest Quake Steam re-release version.
* Various smaller bug fixes- Update to version 1.13.0:
* GPU lightmap update and smooth dynamic light interpolation
* Various bug fixes
* 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.
* Fri Feb 18 2022 Matthias Mailänder - Fix screenshot URL
* Mon Jan 24 2022 Dirk Müller - update to 1.12.2:
* Improved compatibility with the 2021 Quake re-release
* Various bug fixes
* Small performance improvements
* Improved support for non power of two textures
* Updated SDL to 2.0.18- remove 0001-Fix-format-overflow-warning-with-32-bit-gcc.patch: upstream
* 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