Repository navigation
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.