What's new in TDM 2.05: Difference between revisions
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== Coding == | == Coding == | ||
* duzenko and nbohr1more The lightgem calculation has been substantially optimized | |||
* duzenko Initial code support for uncapped FPS (com_fixedTic 1) | |||
* duzenko option to offload mipmap generation to GPU driver | |||
* duzenko Improved alt-tab support | |||
* duzenko Improved high-dpi support | |||
* nbohr1more Image_downsize options can now be used without making menus and maps blurry | * nbohr1more Image_downsize options can now be used without making menus and maps blurry | ||
* nbohr1more light entities now respect the nospecular argument and can more easily be used for simulated radiosity (bounce lights) | * nbohr1more light entities now respect the nospecular argument and can more easily be used for simulated radiosity (bounce lights) |
Revision as of 20:59, 26 December 2016
Version 2.05 of The Dark Mod has not been released yet.
See the roadmap on our bugtracker.
AI
- grayman reduced the amounts added to the stealth score when an AI spots the player and almost immediately ramps up to Combat.
Coding
- duzenko and nbohr1more The lightgem calculation has been substantially optimized
- duzenko Initial code support for uncapped FPS (com_fixedTic 1)
- duzenko option to offload mipmap generation to GPU driver
- duzenko Improved alt-tab support
- duzenko Improved high-dpi support
- nbohr1more Image_downsize options can now be used without making menus and maps blurry
- nbohr1more light entities now respect the nospecular argument and can more easily be used for simulated radiosity (bounce lights)
Assets
GUIs
Scripting
Gameplay
- nbohr1more Auto-Parry is now enabled by default to improve the experience for new players.