Revisions of dhewm3
Ana Guerrero (anag+factory)
accepted
request 1163530
from
Mia Herkt (mia)
(revision 6)
- Update to version 1.5.3 * Support for gamepads. See Configuration.md for more information. * Support different file formats for screenshots by setting the r_screenshotFormat CVar (0 = TGA, still the default, 1 = BMP, 2 = PNG, 3 = JPG). r_screenshotJpgQuality and r_screenshotPngCompression allow configuring how JPG/PNG are compressed. * Fixed problems with lights after loading a savegame. * Fix volume of some weapon sounds, like chaingun being too quit. * Fix MD3 model support * Several new CMake options: + To enable Clang/GCC Address Sanitizer and Undefined Behavior Sanitizer + Hardlink the game code into the executable (instead of using game DLLs, only supports base or d3xp then; needed for Undefined Behavior Sanitizer) + Force colored diagnostic output from GCC or Clang (esp. useful when building with ninja) * Fix several compiler warnings * Updated stb_image and stb_vorbis * Updated minizip (from zlib/contrib) to latest upstream code * Added in_namePressed CVar to print currently pressed key/button (useful for binding keys in the console or configs). - Add patch * dhewm3-fix-desktop-files.patch - Packages desktop files - Adjust URL
Dominique Leuenberger (dimstar_suse)
accepted
request 982864
from
Mia Herkt (mia)
(revision 5)
- Update to 1.5.2: * Gamma and Brightness are now applied in the shaders instead of by setting hardware gamma. Can be disabled (so hardware gamma is used again) with `r_gammaInShaders 0` * Cycle through multiple Quicksave slots instead of immediately overwriting the last Quicksave. The `com_numQuicksaves` CVar allows setting the number of QuickSaves (gh#dhewm/dhewm3#392) * Make r_locksurfaces work It doesn't do exactly what its description and name suggests: it renders everything that is *currently* visible from the position/view the player had when setting `r_locksurfaces 1`. Originally it was supposed to render exactly the surfaces that *were* visible then, but I couldn't get that to work. This is pretty similar, but there may be differences with opened doors and such. (gh#dhewm/dhewm3#357) * Keyboard input improvements (mostly SDL2-only): - Support (hopefully) all keyboard keys on all kinds of keyboard layouts by using scancodes for otherwise unknown keys - Support typing in non-ASCII characters, if supported by Doom3 (it supports ISO-8859-1) - Support the clipboard also on non-Windows platforms You can paste text from the clipboard into the console or other edit fields with `Shift+Insert` - Explicit support for Right Ctrl, Alt and Shift keys (can be bound to different actions than their left counterparts) - Added `in_grabKeyboard` CVar to make sure dhewm3 gets *all* keyboard input
Stephan Kulow (coolo)
accepted
request 678323
from
Mia Herkt (lachs0r)
(revision 3)
- Update to 1.5.0 (no changelog) - Drop 0002-Lower-release-build-optimizations-to-O2.patch
Dominique Leuenberger (dimstar_suse)
accepted
request 620518
from
Mia Herkt (lachs0r)
(revision 2)
- Use %license macro - Add 0002-Lower-release-build-optimizations-to-O2.patch * Fixes some undefined behavior caused by higher optimization levels. Picked from git master.
Dominique Leuenberger (dimstar_suse)
accepted
request 506780
from
Mia Herkt (lachs0r)
(revision 1)
A GPL source port of DOOM 3. The project concentrates on portability/OS support enhancements and bugfixes, without altering gameplay. Fixes many problems with the original DOOM 3 release, especially on modern Linux systems.
Displaying all 7 revisions