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vkQuake2 1.5.10

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@kondrak kondrak released this 26 Aug 14:49
  • fixed sporadic crashes on Windows when rapidly Alt-Tabbing
  • added additional image ready semaphore to address synchronization validation errors reported by newer Vulkan SDKs
  • added ARM64 configuration for Windows
  • removed obsoleted Vulkan API calls and fixed swapchain semaphore reusage for proper compatibility with SDK 1.4.x
  • updated VMA to 3.4.0
  • fixed validation warnings and made the project work correctly with Vulkan SDK 1.4.350+
  • updated device selection during Vulkan initialization to properly handle systems with multiple integrated GPUs

Starting with this release, the Win32 builds will no longer be included due to official deprecation by Khronos.

vkQuake2 1.5.9

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@kondrak kondrak released this 08 Jul 13:48
  • fixed compilation warnings in XCode 13
  • updated Windows project to Visual Studio 2022
  • Added Slight Mechanical Destruction source files
  • while ingame, we're no longer displaying weapon's HUD indicator if FOV is greater than 91
  • fixed wrong team being announced when the blue flag is returned after it gets destroyed
  • added a no_music CLI toggle to disable music from command line
  • updated VMA to 3.0.1
  • added support for VK_KHR_PORTABILITY_ENUMERATION required by MoltenVK
  • added a CPU pause instruction during spin loop (Linux, MacOS)
  • fixed some string copying buffer overflows and compiler warnings

vkQuake2 1.5.8

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@kondrak kondrak released this 06 Jul 21:25
  • colorbuffer and colorbufferWarp samplers in QVk_RecreateSwapchain are now properly updated
  • fixed incorrect sound playing when moving between positions in video menu
  • added vk_underwater command to enable/disable player vision warp when submerged in liquids
  • updated VMA to 3.0.0-development (2021-02-16)
  • fixed warnings related to new definition of VK_NULL_HANDLE

vkQuake2 1.5.7

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@kondrak kondrak released this 30 Mar 21:45
  • handle macOS fullscreen rendering in a less overengineered way
  • added 1920x1200 screen resolution
  • rebuilt shaders using glslangValidator embedded with Vulkan SDK 1.2.170.0
  • the application now enables VK_KHR_portability_subset extension if it's supported by the device to conform with the Vulkan specs
  • Windows: the game is now properly toggling between game's fullscreen and desktop's resolutions when alt-tabbing
  • removed the non-functional vk_bitdepth command
  • changed the initial value of vk_sampleshading to 0 due to a potential bug in the Metal driver which causes a deadlock during shader compilation

vkQuake2 1.5.6

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@kondrak kondrak released this 13 Feb 19:40
  • fixed data race in Linux builds
  • fixed incorrect handling of sound sampling on MacOS
  • removed --fast-math from Linux builds
  • fixed broken depth tests for particle rendering
  • fixed a couple Vulkan spec-related bugs
  • fixed compiler warnings on XCode 12
  • bumped Vulkan Memory Allocator to 3.0.0-development (2020-11-03)

vkQuake2 1.5.5

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@kondrak kondrak released this 14 Oct 21:00
  • fixed improper handling of exclusive fullscreen acquisition errors
  • added handling for all swapchain creation errors
  • slightly updated output of vk_strings command

vkQuake2 1.5.4

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@kondrak kondrak released this 07 Oct 20:00
  • fixed broken scrolling text behavior in credits menu
  • fixed broken download bar rendering
  • Windows project has been retargetted to Visual Studio 2019 - please use the latest Visual Studio Redistributable to run the attached executables
  • during Vulkan initialization, a device can be still selected if it doesn't support samplerAnisotropy device feature
  • minor bugfixes

Important: Starting with this release, please make sure that you have the latest Visual Studio Redistributable installed on your system before running the game (32-bit or 64-bit depending on the chosen architecture).

vkQuake2 1.5.3

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@kondrak kondrak released this 30 Aug 22:25
  • added support for MOUSE4 and MOUSE5 buttons on Windows
  • added vk_fullscreen_exclusive command and a proper video menu setting to enable/disable exclusive fullscreen mode on Windows
  • added debug_console cvar to enable/disable debug cmd console on Windows
  • fixed push constants related validation errors detected by latest validation layers
  • MSAA color buffer is now created only when it's actually needed
  • the game is now trying to use triple buffering instead of double buffering, if available
  • the vk_strings command now prints swapchain image count currently in use
  • fixed the "missing maps/ntro.inn.bsp" error that occurs on some Linux distributions
  • crosshair is now properly centered on the screen
  • crosshair images are now stored in a separate scrap texture with S_NEAREST filtering - this fixes display issues for the dot crosshair and makes it look more consistent across different values of hudscale cvar.

vkQuake2 1.5.2

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@kondrak kondrak released this 20 Aug 18:25
  • vkQuake2 now compiles with SDKs that do not yet support fullscreen exclusive mode (mainly an issue on Linux distributions with outdated packages)
  • added support for building on Aarch64 (Raspberry Pi 4 64-bit)
  • fixed a bug with consecutive cinematics freezing the game if there are too many input events when trying to skip them

vkQuake2 1.5.1

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@kondrak kondrak released this 27 Jul 18:58
  • added support for armv7 builds: vkQuake2 can be now compiled and run on Raspberry Pi 4
  • added initial support for MCST Elbrus 2000 CPU architecture
  • game now checks if VK_EXT_DEBUG_UTILS and VK_EXT_DEBUG_REPORT are supported by the driver (special case in V3DV on RPi 4)
  • added the aimfix console command, backported from Berserker@Quake2
  • added Nightmare/Hard+ skill to the game menu