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Releases: entdark/jaMME

jaMME 1.11

13 Jun 08:50
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Changelog:

  • fixed having a previous frame in the current DOF frame
  • added a possibility to use a mask to make custom DOF "bokeh" (mme_dofMask)
  • added a possibility to hide following message (mov_drawFollow)
  • [sdl] added drag and drop support for demos
  • added japro speedometer (cg_speedometer*, speedometer)
  • added japro race timer (cg_raceTimer*)
  • added japro movement keys (cg_movementkeys*)
  • added japro strafe helper (cg_strafeHelper*, strafeHelper)
  • Merge branch 'master' into strafe
  • [linux] added a script to start jaMME with mme mod
  • [mac] added arm64 (Apple M1) support
  • [mac] fixed inability to use pipeline with relative paths: use absolute ones now (%a)
  • increased the maximum for mme_workMegs to 2048 (2 GiB)
  • [mac|linux|android] prevent shutting down the game with SIGPIPE
  • fixed undefined behavior when stripping extensions by using the same src and dst
  • [sdl] added display scaling (credits: jk2mv)
  • [android] added automatic console scale for high DPI displays (con_scale)
  • added demo bookmark (book)
  • fixed incorrect time navigation in HUD on clicking progress when demo length is very long
  • added demo script (script)
  • [windows|android] added notifications system (mov_notify, cl_notify)
  • added a possibility to open menu with Escape key when playing a demo instead of closing the demo (mme_demoEscapeQuit)
  • increased the max trace distance for effects
  • enhanced "find" command with attacker and target options
  • fixed a rare crash when the demo tried to be played back before full cgame initialization
  • [android] properly shut down the game
  • [android] fixed in-game mouse cursor movement precision
  • fixed a rare possible crash when writing audio to avi/pipe
  • fixed a rare crash when a demo contains 2 or more gamestates and the first one (or any other) has less than 8 snapshots
  • fixed detecting next demo number within one mme demo with internal errors
  • added new base_enhanced team data with force points
  • fixed colours in voting string
  • holding mouse2 in chase view now lets roll the view
  • added an option to rotate camera, chase or effect view in 6DoF instead of Euler angles (mov_view6DoFRotation)
  • improved performance in camera angles smoothness on low camera rotation for non-linear camera interpolation method
  • added camera position smoother on low camera movement for non-linear camera interpolation methods
  • added a possibility to draw scoreboard for every POV
  • added a possibility to always show scoreboard when hitting TAB (+scores)
  • added a possibility to show player names above player models (credits: eternaljk) (cg_drawPlayerNames*)
  • fixed never resetting underwater effect when going back to main menu
  • [android] fixed white textures after resuming
  • fixed animation precision in shaders
  • added ratiofix for rectangle drawing
  • fixed showing team overlay for non-predicted players if they are on different team
  • added an ability to see non-predicted players' health and armor if they are on the same team as the predicted player
  • added multispec feature (multispec)
  • added support for new demo recording notification icon
  • fixed never applying correct disruptor team colour for spiral rail (using saber blade colour now)
  • fixed never applying new vibration effect to camera roll in regular game or regular demo playback
  • added an opportunity to set relative sensitivity for mouse when zoomed (cg_relativeZoomSensitivity)
  • added an opportunity to force ally models without changing player model (cg_forceModel 2)
  • increased interpolation precision for entities with enabled command smooth
  • fixed jittering movement for predicted player while playing with enabled command smooth
  • increased position precision in drawing strings
  • fixed ratio in drawing voting message + added shadow for better visibility
  • fixed never disappearing shot marks on bodies after rewinding
  • fixed wrong torso animation when firing with concussion
  • fixed never using alternative master servers
  • fixed never working new vibration fx with concussion alt fire
  • fixed incorrect cutting of demo if it has animated timeline
  • added unlagged support
  • properly fixed disappearing line effects if effect starts behind camera
  • fixed jumpy animation in ET_MOVER entities
  • [android] added a support for the most keyboard keys
  • [android] made the game execute properly while the app minimized
  • added ratio fix to vehicle targets and other vehicle 2D items
  • [android] load game modules with [abi]/lib[module][abi].so format instead of [arch]/lib[module]arm.so
  • [windows] register demos extensions and ja protocol for the local user instead of global scope (does not requires extra permissions anymore)
  • [windows] fixed opening demos from any place that put executable path to their directory instead of actual game directory
  • added a possibility to use blurring on any architecture
  • fixed incorrect altcharge and falling sounds interruption
  • fixed shuttering sounds on low fps
  • fixed sound delay
  • demos now get loaded from all the given folders: <fs_game>, <fs_extraGames>, "base" it used to load from <fs_game> only
  • change some cvars to new modern defaults: mme_saveWav 2, mme_jpegQuality 100, mme_cpuSSE2 1, com_affinity 0
  • [android] fixed huge memory allocation for sound and mme renderer
  • fixed an issue where fs_extraGames was treated as fs_game if fs_game is empty
  • added RPMod support: animations and text colours
  • fixed wrong logic in importing wav to video where some conditions were always either false or true
  • fixed rare crash where ghoul2 bone cache wasn't initialized
  • fixed searching .mp3 extension string instead of character

Latest Build

12 Jun 00:54
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Commits

  • 1f82d84: updated cvars.txt (entdark)