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Releases: FWGS/xash3d-fwgs

Xash3D FWGS Continuous ripplewater Build

31 Oct 01:45
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continuous-ripplewater

wscript: enable faster builds with gccdeps/msvcdeps

Xash3D FWGS Continuous goldsrc-proto Build

31 Oct 21:55
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continuous-goldsrc-proto

readme: wording, add icon, add donate.md link [skip ci]

Xash3D FWGS Continuous getnativeobject Build

31 Oct 23:51
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wscript: fix system opus detection, it didn't compile due to nonnull …

…argument

Xash3D FWGS Continuous bitshift-fix Build

30 Oct 19:41
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gl2shim: fix broken matrix update when fog attribute enabled (32 bit …

…shift overflow)

Xash3D FWGS Continuous shlibpublic Build

28 Oct 12:28
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continuous-shlibpublic

engine: remove Set/GetCurrentLoadingModel from RefAPI

Xash3D FWGS Continuous disable-server-unload Build

28 Oct 08:27
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engine: server: allow server unloading for Win32 targets until we fig…

…ure out the issues with MetaMod

Xash3D FWGS Continuous use_large_lightmaps Build

27 Oct 01:06
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continuous-use_large_lightmaps

engine: add argument -timedemo that makes engine run timedemo and exit

Xash3D FWGS Continuous gcc3again Build

22 Oct 23:31
8f819a2
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Pre-release
continuous-gcc3again

engine: platform: sdl: fix forgotten icon setup call

Xash3D FWGS 0.20 release!

03 Dec 01:26
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You may probably looking for continious builds

https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous

I'm proud to announce new release of Xash3D FWGS that we're worked on for a year and a half.
In 2018 after a release of Xash3D 0.99, which was heavily refactored by it's author, Unkle Mike, we decided to drop old engine code base and fork engine again. We called it "New Engine" and now it's mostly ready to be stable.

WARNING: backup your *.cfg files, because configs made by Xash3D FWGS 0.20 may not work on old version and maybe vice versa.

Change log:
What an upgrade to latest Unkle Mike's Xash3D gave us?:

  • Better network prediction and overall multiplayer improvements.
  • Implementation of some features of Quake and DarkPlaces engines(BSP2, WAD2, alias models support) that made for Unkle Mike's QuakeWrapper project, which is a wrapper that allows play Quake and it mods directly on Xash3D engine.
  • Implementation of Unkle Mike's extended studiomodel format: boneweights for engine and inverse kinematics, procedural bones and other for mod developers.
  • Implementation of extended map format made on top of original Half-Life's BSP30(per-vertex lighting, extended clipnodes, etc). BSP31 is now obsolete.
  • Enhanced compatibility with GoldSrc: support for original Half-Life game saves and compatibility fixes.
  • Customization and in-game downloads support.
  • Extended API updated that made some Xash3D-specific mods are incompatible.
  • ...and many other, you can read changelogs on Xash3D's ModDB page.

Fork changes:

  • RefAPI for multiple rendering API support. (#31)
  • OpenGL renderer split from engine to ref_gl library. (#31)
  • Software renderer implementation. Incomplete, but playable. repo
  • Improved platform backend system that allows better portability across different systems.
  • Extension on library naming, that allows mod developers to distribute libraries for different operating systems and architectures in same archive. (doc)
  • Changed ABI for Android ports: removed hardfp support, AArch64 is now mandatory. (#90)
  • New library for common code: libpublic, that holds custom Xash3D's CRT, math and hashing functions.
  • New touch control: _wheel. Works like a mouse wheel.
  • Temporary support for legacy 48 protocol.
  • Restored Half-Life: Blue Shift maps support that were removed by Unkle Mike.
  • Restored On-Screen Keyboard implementation for ports that don't have normal hw or sw keyboards.
  • Support of AArch64, MIPS, Elbrus CPU architectures.
  • Support of MotoMAGX platform.
  • Support for systems with limited system memory. Allows to run complete engine on 32 megabytes of RAM. (#83)
  • Support for embedded Linux, i.e. using evdev, fbdev and alsa directly instead of SDL2. (#83)
  • Support for legacy SDL1.2.
  • Support for compressed ZIP/PK3 archives. (#41)
  • Support for reading and writing PNG. (#48)
  • Some behavior changes to match GoldSrc.
  • Fixes for different UB and preventing them to be compiled.
  • Linux client builds are now distributed as AppImages for i686 and x86_64 and dedicated builds as just semi-static binary.
  • Android builds now has special mod hacks, that allows to play some simple mods so special launchers aren't required. list
  • Android builds also now has GLES1 and GLES2 renderers enabled. Choose from game menu or by passing -ref gles1 or -ref gles2 to engine command line.
  • Android version now has new adaptive icon inspired by updated Valve's design. :)
  • Clean of unused code and macros we got from Old Engine to New Engine transition.
  • Drop of OSX/iOS support (#61)
  • CMake, Makefile and Android.mk are removed and replaced by Waf build system.
  • Started to publish documentation on FWGS extensions, engine porting guide and ports maintainers list.

What's next? We will working on improving stability and compatibility at first but we also have a lot of ideas that may be implemented to the next version. Follow our issue tracker and repository commits to keep up with the latest news. Although we consider this release as first stable and it really is for Linux, BSD and Windows, Android builds may still be a bit unstable. Bugreports are welcome!
Have questions? You can contact FWGS on our Discord server: http://discord.fwgs.ru.