Improvements:
- Compatibility with Dawn of the Machine and the 2026 rerelease update: fixed MD5 animation and skinning—including the rocket ogres—improved handling of invalid replacement models, corrected localization priority and centerprint wrapping, added the proper
mg3description and font setup, added a laser-cannon binding, and fixed theimpulse 119stack overflow (#995) (localization by @sezero;mg3compatibility by @andrei-drexler; laser-cannon binding from Ironwail and #995 fix by @vsonnier) - Added a searchable level-selection menu with map descriptions, source categories and a skill-selection screen before starting a level (from Ironwail)
- Modern crosshair options: five new crosshair styles with configurable size, color and opacity (with menu integration by @vsonnier)
- Added Classic, Smooth and xBR filtering options for UI graphics
- Major console improvements: mouse text selection, clipboard copying, clickable file links, better line editing and tab completion, completion hints, configurable centered/fading notifications, a maximum console width and a larger command history (from Ironwail)
- Added argument completion for
viewpos,imagelistandr_showbboxes_filter(from Ironwail, by @vsonnier) - Split configuration into global and per-game settings. Bindings and game-specific input, audio, presentation and compatibility settings are now stored separately for each game or mod. Global settings are loaded first, followed by the active game configuration
- Unified user-file locations. Store-detected installations and
-multiusernow write saves, demos, screenshots and configuration to the platform user directory; portable installations continue to use the selected base directory. Legacy configurations and saves remain readable - When a Steam, GOG or Epic installation cannot be found, vkQuake now asks the user to select the classic or rerelease game directory and remembers the selection
- Restored separate classic and rerelease shortcuts in the Windows installer
- Improved the multiplayer Join menu: addresses can be pasted from the clipboard,
hostname:portis parsed automatically, inputs are validated, and longer addresses are supported (by @vsonnier) - Enlarged and refined the multiplayer server, maps and mods menus, including faster scrolling, better layouts and scrolling for long mod names (by @vsonnier)
- Expanded loading-screen coverage: new games, map changes, connections and save loads now show a clean loading screen even while disconnected. Added an id Software logo splash screen during startup, displayed until the first rendered frame.
- #992 : Added support for mod directories that are symbolic links (by @bubbleguuum)
- Added an optional quit confirmation under Options → Game (
cl_confirmquit, from Ironwail, by @vsonnier) - Performance: added a spatial hash to reduce the cost of finding entities affected by moving platforms (#957), and moved eligible brush entities onto the indirect rendering path
- Reworked the menu and CSQC picture cache for faster lookup and safer concurrent access (by @vsonnier)
- Replaced
r_speedswith thescr_speedsoverlay, showing CPU, GPU and GPU-wait timings. Addedsv_speedsfor detailed server-physics timings - Refined the weighting curve used for weighted blended order-independent transparency
- Rerelease
dynamiclightentities now require Dynamic Shadows set to Medium or higher; shadow rays with no visible contribution are skipped - Updated low-latency presentation throttling from
VK_KHR_present_waittoVK_KHR_present_wait2 - Added mapper and debugging tools, including enhanced bounding-box inspection, entity-field display and automatic map checks in level-editing environments (from Ironwail)
- Added an MD5 skeleton debugging overlay
- Ported filesystem handling for non-ASCII Windows paths and automatic creation of missing directories (from Ironwail)
- QuakeC file extensions now use the platform filesystem functions, improving large-file and non-ASCII path handling (by @vsonnier)
- Enabled PipeWire audio support in the Linux AppImage (by @j4reporting)
- Windows tag builds now provide versioned x64 and arm64 ZIP packages and an x64 installer
- Updated mimalloc to 3.4.5 and fixed incorrect POPCNT detection preventing vkQuake from starting on older processors (#958, fix by @vsonnier)
- Updated libxmp to 4.7.2 (by @sezero)
- Meson builds now require Vulkan 1.4.341 or newer
- Error reporting: selected entity-lifetime checks remain instrumented in release builds using
assert_always(by @vsonnier) - Removed the legacy
-fitzoption (from Ironwail, by @vsonnier)
Fixes:
- #963, #700 : Fixed moving-platform and rider handling, including floating-point contact errors, entities falling through or being crushed by elevators, groups of riders blocking one another, landing velocity, rollback, persistent support and jumping entities being reattached after takeoff. The new behavior is the default with
sv_gameplayfix_elevators 3; modes 0–2 retain the previous behavior - #955 : Fixed entity interpolation timing and visible jitter at frame rates above 72 FPS
- Gravity and friction at physics rates below 72 Hz now match their 72 Hz behavior
- Turning noclip off now searches for a nearby valid position instead of leaving the player stuck inside solid geometry
- Fixed ray-tracing acceleration structures becoming stale after enhanced models are reloaded
- Fixed ray-traced projectiles shadowing themselves
- External true-color images now prioritize the active mod/search path before choosing between PNG, TGA, JPG, PCX and LMP formats, preventing lower-priority resources from overriding later-loaded mods (by @vsonnier)
- #684 : Fixed High-DPI rendering appearing pixelated on MacOS and Wayland when using SDL3 (by @vsonnier)
- #954 : Missing
Q_PICresources now produce an error message instead of terminating the engine (from Ironwail, by @vsonnier) - #949 : Fixed player-name changes being overwritten after another userinfo setting changed
- Fixed pending resolution, refresh-rate and fullscreen selections being discarded when changing VSync
- #948 : The Nightdive add-on directory is now mounted only for store-detected rerelease installations (from Ironwail)
- #970 : Fixed
record <demoname> <map>using the wrong demo filename (by @andrey-budko, integrated by @vsonnier) - #971 : Fixed legal
MSG_WriteBytevalues being handled incorrectly (by @vsonnier) - Fixed the 1/8 Render Scale setting being stored incorrectly
- Fixed races in the texture manager and brush-model instance handling (texture-manager fix by @vsonnier)
- Fixed a MacOS arm64 linker failure caused by COMMON symbols (by @juleq)
- Hardened Unix directory enumeration and filesystem access
- #994 : Fixed an incorrect texel total reported by
imagelist(by @vsonnier)
Please note: Windows arm64 binaries are not tested / not supported and are provided "as-is".
For MacOS (both Apple Silicon and 64-bit Intel) binaries, check Mac Source Ports where they are regularly updated.
Windows x64 binaries require the Microsoft Visual C++ Redistributable: https://aka.ms/vc14/vc_redist.x64.exe
The Linux AppImage is built on Ubuntu 22.04 and requires at least glibc 2.35 (Ubuntu 22.04, Debian 12, Fedora 36 or newer). Check with ldd --version if in doubt; older distributions can compile from source. The AppImage is not packaged in a tar.gz — make it executable after downloading with chmod +x. FUSE must be enabled and available (FUSE 3 is supported, see https://docs.appimage.org/user-guide/troubleshooting/fuse.html).
Full Changelog: 1.35.0...1.36.0