Sauerbraten Spring edition released!
See the forum thread at CubeEngine
- scoreboard now displays mode, map, and time remaining
- bases now produce ammo in capture mode (take ammo with R key or "repammo" command)
- added reflective water in fixed-function mode
- added reflective glass in fixed-function mode
- made waterfall top/bottom correctly align with water surface
- player vs. player collisions now use ellipses instead of bounding boxes
- added new functionality to the rpg prototype (WiP)
- added planar shadows for most dynamic entities
- added -o option for servers to disable "locked" and "private" mastermodes
- dead players now colored gray on scoreboard
- class="important"changed experimental movement speedup code to include both jumping & forward independently (see game.html)
- added F key support to heightmap editing.
- improved "fastshader" system to support more than 2 performance levels
- added environment-mapped geometry shaders (via "bumpenv*world" shaders)
- added ambient sound entities (via "mapsound" and "newent sound")
- added alpha-masked shadows for mapmodels with alpha-channel skins (via "calclight 3")
- added animated caustics effect to underwater geometry
- added experimental animated grass system
- added support for GLSL shaders
- added entautoview, entitysurf and selectionsurf
- added Marc's latest 8 tracks, for a total of 31 now!
- added visual entity box handle. allows easy choice of orientation. hovering over an ent now replaces closest ent as implicit ent selection.
- added smoothmap command for heightmaps. (default press H when already in hmap mode) executes a moving avg filter over hmap
- added context sensitive entity menu (default TAB)
- added a scale parameter to the "texture" command, for changing the apparent size
- texture combining now scales combined texture to match size of base texture
- command "showtexgui" (default F2) allows for comfortable texture browsing
- made gui stick to player's Z
- fixed server lockup (in patch)
Posted on Friday, 13th April 2007 by Drakas