Unvanquished 0.55.1, let’s polish it!
First bunch of fixes and improvements for 0.55! It’s time to update!
We made this update quickly because we identified annoying bugs in some maps. Those bugs went unnoticed before, as there were some dormant mistakes in the brushwork that surfaced only when using a newer version of the map compiler. Those map bugs greatly affect playability on such maps, so we better ship this update as soon as possible. This new release also brings various fixes (engine, etc.) that were merged in the meantime.
Game data:
- Fixed some non-solid brushes that should be solid on the perseus, parpax and yocto maps (Illwieckz & Sweet). The mistakes in the brushwork were dormant until the Q3map2 map compiler was updated.
- Fixed a distorted surface in the yocto map (illwieckz). This required a fix in the map compiler. The bug in Q3map2 was dormant until other updates were merged.
- Improved bot navigation in the perseus map (Sweet). The patch was ready for 0.55 but we forgot to merge it!
Game:
- Fixed the chargebar to make sure no other UI elements overlap it (Reaper).
- Positioned human player beacons in a more æsthetic way (Afontain).
- Made bots be affected by the chaingun recoil like real players are (Slipher).
- Taught human bots to reload their weapons when they feel it is neccessary, and prefer doing it when not being in danger (Sweet).
- Fixed client-side prediction of the barricades. The shrunken state will be accounted for (Kai).
- Marked SSAO as non-experimental and enabled it in high and ultra graphics presets (Illwieckz). If you selected one of those presets before, you would need to go and select again (or simply check the box for SSAO) to apply it.
- Some translation updates (various contributors).
Engine:
- Made a local game created with a client browseable from nearby computers in the LAN (Slipher).
- Fixed the loading of some skyboxes when the editor preview image has the same basename as the skybox itself (Illwieckz). This bug was nothing less than the opening of a rabbit hole, and a lot of image loading code was cleaned-up on the way.
- Fixed some bugs affecting specific textures with the new complete overbright algorithm (Illwieckz).
- Fixed bugs affecting global fog (Reaper).
- Made fog render in front of SSAO, thus removing the last known glitch with SSAO (Reaper).
- Optimized the dynamic light processing code by skipping some computations when there are no dynamic lights on screen (Reaper).
- Fixed vertex-lit surfaces when the new material system is enabled (Reaper).
- Implemented GPU lane usage profiling (Reaper).
- Added a
-nocrashhandler
command line option which facilitates certain debugging workflows such as Unix core dumps (Slipher). - Updated the error message telling the provided OpenGL doesn’t meet the requirements according to the lowered requirements (Illwieckz).
- Made possible to build a native engine for arm64/Apple silicon on macOS (Slipher). We don’t provide builds for it (the x86-64 build runs perfectly fine over Rosetta2), but one can build and run such engine. When running a native arm64 engine on macOS, the NaCl game virtual machine still runs over Rosetta2.
See you soon on the updated servers!
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