docs: update changelog

This commit is contained in:
Eric Wasylishen 2024-02-04 21:40:11 -07:00
parent 227a92f8a2
commit 4a4e33519e
1 changed files with 3 additions and 2 deletions

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@ -10,15 +10,15 @@ This is the sixth alpha release of our 2.0.0 "dev builds".
The old stable v0.18.2-rc1 release still has more optimized output for Q1 and faster/less memory use for The old stable v0.18.2-rc1 release still has more optimized output for Q1 and faster/less memory use for
qbsp/light, but we're working on regressions and welcome feedback as we work towards a stable 2.0.0 build. qbsp/light, but we're working on regressions and welcome feedback as we work towards a stable 2.0.0 build.
Behaviour changes since alpha5: Changes since alpha5:
- light: fix "-emissivequality high" having incorrect brightness due to a bad gate setting. - light: fix "-emissivequality high" having incorrect brightness due to a bad gate setting.
This will cause different output from 2.0.0-alpha1 through alpha5 when emissives / bounce are in use. This will cause different output from 2.0.0-alpha1 through alpha5 when emissives / bounce are in use.
- qbsp: change so liquids don't cause splits in perpendicular walls, by default. - qbsp: change so liquids don't cause splits in perpendicular walls, by default.
You can opt back into the old behaviour with "-nomergeacrossliquids" (or setting "_nomergeacrossliquids" "1" You can opt back into the old behaviour with "-nomergeacrossliquids" (or setting "_nomergeacrossliquids" "1"
as a worldspawn key/value). This will be necessary for maps targetting water caustics (e.g. ezQuake), as a worldspawn key/value). This will be necessary for maps targetting water caustics (e.g. ezQuake),
otherwise the water caustics effect will extend out of the water. otherwise the water caustics effect will extend out of the water.
- packaging: get rid of the "bin" subfolder in the releases
Fixes since alpha5: Fixes since alpha5:
@ -33,6 +33,7 @@ Fixes since alpha5:
The new idea is, translucent things (e.g. translucent water, func_detail_fence, etc.) weld to other translucent The new idea is, translucent things (e.g. translucent water, func_detail_fence, etc.) weld to other translucent
things, and opaque things (func_detail, worldpsawn, etc.) weld to each other. func_detail_wall is special and things, and opaque things (func_detail, worldpsawn, etc.) weld to each other. func_detail_wall is special and
only welds to itself. only welds to itself.
- qbsp: fix .tga/.jpg/.png files with the same names as .wad textures causing corrupt .bsp textures
Enhancements since alpha5: Enhancements since alpha5: