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Releases: opencoduo/coduomp
Release list
7
Changes since release 6
- Added a live Contrast slider to Graphics settings. The archived
r_contrastpreference ranges from 0.5 to 1.5, defaults to 1.0, and resets to neutral on right-click. Native and software output gamma paths apply changes immediately, without Apply or a renderer restart. - Added
g_voteGameTypesso servers can restrict game-type votes with a list such asset g_voteGameTypes "tdm dm ctf dom". It covers both game-type and type/map votes, updates without a map restart, and leaves administrator commands and map rotations unaffected. An empty list preserves unrestricted voting. - Fixed master-server registration when client CD-key authorization is disabled, and corrected challenge ping timing during master authorization.
- Reduced text-rendering draw calls by combining compatible font pages into a shared atlas. Expanded the static-model lighting cache to four times its previous capacity to reduce repeated work on dense maps, with wider indices for the enlarged cache.
- Fixed OpenGL array-buffer restoration after streamed draws and preserved calculation precision in geometry, decals, clipped marks, projected shadows, and rotated billboard effects.
- FOV now remains an archived preference without automatic aspect-based rewrites at startup or when joining a server. The Graphics menu still provides its aspect-change reset and right-click reset.
- Added Spanish demo-playback controls and clarified the D/F speed-key labels.
- Improved mod and asset compatibility, including archive filenames, larger media entries, whole-file archive reads, WAV sample handling across audio backends, and BSP lighting records. Models with omitted surface names now use the default material.
- Corrected script interpreter state, error source positions, thread cleanup, parser allocation, and temporary animation-tree ownership.
- Fixed item floor placement to preserve the item's entity bounds while using the appropriate temporary collision-trace bounds.
- Expanded opt-in renderer profiling for custom diagnostic builds, including draw-call and batch statistics and profiling without GPU queries. These diagnostics remain excluded from normal release binaries.
Downloads
- Clients: macOS arm64, Linux x86-64, Windows i686, and Windows x86-64.
- New dedicated-server packages: Linux i386, Linux x86-64, and Windows i686. Each includes the server executable and matching game module, with client CD-key authorization disabled by default. Retail game data is not included.
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Project information, requirements, and build instructions are in the README.
See the changelog for user-visible differences from the stock game.
6
Changes since release 5
- Added independent Effects Volume and Music Volume sliders.
mss_volumecontrols effects andmusicVolumecontrols music; the oldplayMusicswitch is retired, with existing volume and mute preferences carried forward. - Windows now uses Raw Input by default for unaccelerated mouse movement. Change it through Raw Input Active in Advanced Options or
in_rawInput. - Added a Record Demo key binding (
togglerecord) and on-screen recording status. - Added interactive demo playback: Space pauses, Left/Right seeks five seconds, Comma/Period steps between snapshots, and F/D cycles playback speed from 0.125x to 8x. A draggable timeline shows time, duration, and speed;
cl_demoControlOverlay 0hides it, andcl_demoPlaybackSpeedcontrols the demo-only speed multiplier. listdemos [mod_folder]now prints ready-to-useplaydemocommands for ordinary and server-cached recordings. Playback loads the required mod and cached map content, supports rewinding without reloading the map, and no longer triggers live-network timeout or connection-interruption behavior. See demo playback controls.- Suppressed duplicate local-player recoil, muzzle flashes, shot sounds, brass, reload sounds, and rechamber sounds caused by prediction replay.
- Added an 80–120 degree Field of View slider.
cg_fovnow directly represents the horizontal view angle; startup chooses an aspect-aware default, right-click restores it, and custom values survive map loads and server mod-config reloads. Aspect changes reset the slider to the matching default. - Added a Monitor selector (
r_display) on Windows, macOS, and Linux. Window placement, Current Display resolution, and available resolution presets follow the selected monitor. - Improved fullscreen and borderless presentation while keeping other monitors active. On macOS and Linux, Fullscreen uses desktop fullscreen while Borderless stays an undecorated desktop window. Fixed oversized macOS fullscreen drawables caused by display scaling.
- Improved Apple Silicon rendering defaults and Apple OpenGL buffer-state reuse, and streamlined visibility-culling bounds access. New Apple Silicon profiles disable forced GPU synchronization with
r_finish 0. - Server-browser names now fit their columns without overlapping. Refreshes preserve the selected server and viewport, and learned bot counts persist across launches until a valid new roster replaces them.
- Simplified Server Cache to
server-cache/<server-name>/. Matching PK3s can be reused from other server caches by checksum, even when filenames or mod directories differ, while each server keeps its own configuration and content namespace. - Per-map
<map>_<gametype>.cfglookup now ignores color escapes in map names. - Added
g_allowGlobalChat: set it to0to disable player general chat while keeping team, squad, private, scripted, and server-console messages. General chat remains enabled by default. - Dedicated and listen servers now skip external CD-key authorization by default.
- Fixed incomplete package pairs in long download lists and added clearer console messages for rejected download paths.
- Windows improper-quit recovery now checks for a structurally invalid saved configuration before prompting, and preserves the language selection when regenerating it.
- 64-bit clients now enforce a 256 MiB minimum hunk allocation, including when an older profile requested less memory. Added support for XModel parts using an inline state layout.
- Corrected script operand-stack handling around runtime errors and improved renderer, collision, and audio data handling across platforms.
Built from 6caeccf02. Full commit comparison.
Project information, requirements, and build instructions are in the README.
See the changelog for user-visible differences from the stock game.
5
Changes since release 4
- Removed the experimental config recovery layer and restored ordinary config execution and saving for clients, servers, and mods.
- Stale client process markers no longer trigger an improper-quit or safe-mode prompt; a second live client is still blocked.
- Local notifications, voice chat, announcer lines, and other non-positional sounds now stay on the local client while spectating another player.
- Restored the actual duration reported by loaded sounds, fixing subtitle and playback timing for callers.
- Corrected
bullettraceresults so scripts receive the endpoint aspositionand the hit normal, or miss direction, asnormal. - Corrected entity identities and endpoint precision in server collision traces.
- Corrected trigger-damage team fallback and hit-region calculations.
- Corrected weapon pickup and dropped-weapon ammo counts and rounding, especially on Windows.
- Matched the original Windows parsing of decimal values, cvars, script numbers, and spawn vectors for better map and mod compatibility.
- Fixed subtle cross-platform drift in scripted movers, mover yaw, entity transforms, and script float fields.
- Added bounds checks to script VM stack pushes and corrected array-field resolution before allocation.
- Fixed renderer state reuse across draw surfaces and world occluders, preventing incorrect or missing geometry.
- Added support for the full unsigned 16-bit range of map mesh indices.
- Corrected GPU compatibility detection, stencil-shadow settings, and vertex-upload selection.
- Restored packed model skinning on Intel and added Apple Silicon NEON acceleration while preserving animation results.
Built from 4d2d5adb5. Full commit comparison.
Project information, requirements, and build instructions are in the README.
See the changelog for user-visible differences from the stock game.
4
Changes since release 3
- Reduced occurrences of the
WIN_IMPROPER_QUITerror. - Preserved
cl_languagewhen resetting the config. - Added
playMusic 0to disable music without muting other sounds. The setting is saved. - Fixed
.roqplayback. - Restored shellshock blur.
- Fixed texture errors on low quality settings.
- Fixed RCON password commands.
- Fixed the graphics resolution menu label.
- Removed internet connection presets from the menu.
Built from 1861c4ac0. Full commit comparison.
Project information, requirements, and build instructions are in the README.
See the changelog for user-visible differences from the stock game.
3
Changes since release 2
- Added mod-aware widescreen presentation. Mods that replace the HUD menu file now render their HUD and in-game menus with the stock full-width layout while the 3D world keeps its widescreen FOV. The new
cg_modHudPresentationsetting provides manual stretched, centered, and anchored modes. - Improved Server Cache and mod transitions: cached PK3s are not copied twice, cache isolation is independent from mod reset, and the client restores the startup
fs_gameafter disconnecting. - Added mouse-wheel spectator cycling and included the listen-server game module in macOS builds.
- Corrected stock behavior for Windows model tag transforms, unresolved model attachment tags, the animation-script
allwildcard, relative-delta rotations, and client animation notetracks such as reload gun-hand changes. - Increased the client gamestate/configstring pool from 20,480 to 32,768 bytes, preventing the common
MAX_GAMESTATE_CHARS exceededconnection failure for protocol-22 gamestates. Servers now emit a clear warning when a composed gamestate exceeds one network message. - Improved platform reporting and expanded the macOS, Linux, and Windows build and prerequisite documentation.
Project information, requirements, and build instructions are in the README.
See the changelog for user-visible differences from the stock game.