Spearmint 0.2
Spearmint 0.2 adds new features for mods, primarily from Return to Castle Wolfenstein and Wolfenstein: Enemy Territory.
Spearmint now has all of the renderer features needed to create RTCW and ET game ports. There are a few minor renderer features that need to be added in the future for more accurate ports. There are features that need to be added in other areas (primarily sound and bot systems) before the games will be fully supported.
Spearmint 0.2 is not backward compatible with Spearmint 0.1 VMs or renderers. The network protocol number was changed from 3 to 4 in order to separate Spearmint 0.2 game servers from 0.1. Compared to 0.1, 0.2 contains all the 0.1.1 improves which are not listed here.
Added support for
- per-font black outline width and force auto hint options for TrueType / OpenType fonts.
- specifying wall mark poly sort order for World of Padman's spray logos.
- controlling MDS and MDM model torso axis and frame for RTCW / ET player models.
- custom dlight shaders, used by RTCW.
- ET dynamic lights (level is lit using vertex light instead of using an image).
- ET global directed light (lightning).
- real-time "junior" dynamic lights that effect dynamically lit models but not the level.
- making non-world model using world dynamic light, for ET HUD head. (RF_LIGHTING_GRID)
- controlling
alphaGen normalZFade
and negative frequency waveform usingvec3_t fireRiseDir
like RTCW. - finding multiple model tags with the same name by specifying the start index to look for name and getting the lerped tag index back, for RTCW.
- checking if a model tag exists without having to store the tag info (e.g., pass NULL for tag).
Removed unused argument int gradientType
from trap_R_DrawStretchPicGradient()
.