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Releases · kondrak/vkQuake2
vkQuake2 1.5.10
- 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
- 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_musicCLI toggle to disable music from command line - updated VMA to 3.0.1
- added support for
VK_KHR_PORTABILITY_ENUMERATIONrequired 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
- colorbuffer and colorbufferWarp samplers in
QVk_RecreateSwapchainare now properly updated - fixed incorrect sound playing when moving between positions in video menu
- added
vk_underwatercommand 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
- handle macOS fullscreen rendering in a less overengineered way
- added 1920x1200 screen resolution
- rebuilt shaders using
glslangValidatorembedded with Vulkan SDK 1.2.170.0 - the application now enables
VK_KHR_portability_subsetextension 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_bitdepthcommand - changed the initial value of
vk_sampleshadingto0due to a potential bug in the Metal driver which causes a deadlock during shader compilation
vkQuake2 1.5.6
- fixed data race in Linux builds
- fixed incorrect handling of sound sampling on MacOS
- removed
--fast-mathfrom 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
- fixed improper handling of exclusive fullscreen acquisition errors
- added handling for all swapchain creation errors
- slightly updated output of
vk_stringscommand
vkQuake2 1.5.4
- 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
- added support for MOUSE4 and MOUSE5 buttons on Windows
- added
vk_fullscreen_exclusivecommand and a proper video menu setting to enable/disable exclusive fullscreen mode on Windows - added
debug_consolecvar 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_stringscommand 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
hudscalecvar.
vkQuake2 1.5.2
- 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
- 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_UTILSandVK_EXT_DEBUG_REPORTare supported by the driver (special case in V3DV on RPi 4) - added the
aimfixconsole command, backported from Berserker@Quake2 - added Nightmare/Hard+ skill to the game menu