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The 2D GUI offsetting bug was fixed, and now the dynamic resolution feature (cvar viewsize_dynamic) is enabled by default.

The framerate-based viewsize calculator of the dynamic resolution was reorganized into a function of its own, which is called right before the viewport is set, so it's even more responsive now.

For some reason, the engine was crashing if the dynamic resolution was enabled when the intermission was activated, so now the framerate-based viewsize calculator will stop updating the dynamic resolution upon entering an intermission.

The fps display now shows up during intermission too.

I'll look around once more to see what else can be improved in the engine for the next public release, and work on the next public release should start soon.

For the next public release, I'll also edit all vanilla Quake's ID1 maps that are missing VIS data due to leaks. The lack of VIS data in them hurts the framerate (and now, the visual quality too) a lot, specially with MD5 models enabled.

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