docs: prepare changelog for 2.0.0-alpha6
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Changelog
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=========
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2.0.0-alpha6
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============
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This is the sixth alpha release of our 2.0.0 "dev builds".
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The old stable v0.18.2-rc1 release still has more optimized output for Q1 and faster/less memory use for
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qbsp/light, but we're working on regressions and welcome feedback as we work towards a stable 2.0.0 build.
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Behaviour changes since alpha5:
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- light: fix "-emissivequality high" having incorrect brightness due to a bad gate setting.
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This will cause different output from 2.0.0-alpha1 through alpha5 when emissives / bounce are in use.
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- qbsp: change so liquids don't cause splits in perpendicular walls, by default.
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You can opt back into the old behaviour with "-nomergeacrossliquids" (or setting "_nomergeacrossliquids" "1"
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as a worldspawn key/value). This will be necessary for maps targetting water caustics (e.g. ezQuake),
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otherwise the water caustics effect will extend out of the water.
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Fixes since alpha5:
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- fix macOS builds which were broken since alpha1
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- lightpreview: package in macOS + Linux builds (@jonathanlinat)
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- light: fix -bounce not being recognized as a shortcut for -bounce 1
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- qbsp: make Q2_SURF_ALPHATEST imply TRANSLUCENT + DETAIL
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- qbsp: never write 0, 1, or 2-vertex faces
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- qbsp: improve tjunc logic to avoid excessive welding (Previously in the alpha builds, and a regression from
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0.18.1, func_detail_wall was welding to structural.)
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The new idea is, translucent things (e.g. translucent water, func_detail_fence, etc.) weld to other translucent
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things, and opaque things (func_detail, worldpsawn, etc.) weld to each other. func_detail_wall is special and
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only welds to itself.
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Enhancements since alpha5:
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- docs: fill in a lot of missing documentation
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Other notes:
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- VS runtime for the Windows builds: https://aka.ms/vs/17/release/vc_redist.x64.exe
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- Documentation is now at: https://ericw-tools.readthedocs.io
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Upcoming
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========
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