docs: prepare changelog for 2.0.0-alpha6

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Eric Wasylishen 2024-01-28 23:13:58 -07:00
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Changelog
=========
2.0.0-alpha6
============
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
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:
- 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.
- 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"
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.
Fixes since alpha5:
- fix macOS builds which were broken since alpha1
- lightpreview: package in macOS + Linux builds (@jonathanlinat)
- light: fix -bounce not being recognized as a shortcut for -bounce 1
- qbsp: make Q2_SURF_ALPHATEST imply TRANSLUCENT + DETAIL
- qbsp: never write 0, 1, or 2-vertex faces
- qbsp: improve tjunc logic to avoid excessive welding (Previously in the alpha builds, and a regression from
0.18.1, func_detail_wall was welding to structural.)
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
only welds to itself.
Enhancements since alpha5:
- docs: fill in a lot of missing documentation
Other notes:
- VS runtime for the Windows builds: https://aka.ms/vs/17/release/vc_redist.x64.exe
- Documentation is now at: https://ericw-tools.readthedocs.io
Upcoming
========