3374 preview 10+: Difference between revisions
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== Preview | == Preview 22 (draft) == | ||
A small set of high-impact fixes and improvements: | |||
* We fixed a bug that crashed the game on maps with invalid MyLevel code (e.g., VCTF-ThermalPlayGround-2) | |||
* You can now use the Core.Object.AllPackageFiles(out string FileName, optional string FileExt, optional string Prefix) iterator to iterate through all package files with the given prefix or extension | |||
* We added the "FILECACHE REFRESH" and "FILECACHE LIST" console commands | |||
* The webadmin now has a button that refreshes the file cache. This is useful if, e.g., you've uploaded a new map while the server was running | |||
* The UWeb.WebRequest.Dump and UWeb.WebResponse.Dump functions should now, once again, work as expected | |||
* The editor and UCC will now print a more detailed error message when they fail to save a package | |||
* ALAudio will now play 2D sounds **without** HRTF and 3D sounds **with** HRTF by default. You can override this behavior by setting ForceHRTF to True or False in the [ALAudio.ALAudioSubsystem] section of the ini (this is still being worked on) | |||
== Preview 21 == | |||
Another really small update. This fixes a problem in the UnrealScript compiler. It also fixes an issue that truncated crash logs. | |||
== Preview 20 == | |||
This preview contains a few small bug fixes and improvements. | |||
* AntiDrv and D3D11Drv now support two fullscreen scaling modes: | |||
1. Stretch (default): stretches the rendered image to fill your entire screen but does not preserve the aspect ratio | |||
2. Aspect ratio: stretches the rendered image as much as possible while preserving the aspect ratio | |||
You can enable aspect ratio scaling by adding the ScalingMode=AspectRatio setting to the [D3D11Drv.D3D11RenderDevice] or [AntiDrv.AntiRenderDevice] sections of your game ini. We will probably also make this setting configurable in the menu soon. | |||
* AntiDrv, D3D11Drv, and OpenGLDrv now apply the same brightness, contrast, and gamma correction to screenshots as they do to the game | |||
* We fixed a bug that prevented some maps from loading | |||
* The mutant game mode now registers kills correctly (https://github.com/OldUnreal/UT2004Patches/issues/497) | |||
== Preview 19 == | |||
Special thanks to YoYoBatty for contributing several of the bug fixes. Changes since preview 18 include: | |||
* We fixed a regression bug that made it impossible to (re)load certain maps in UnrealEd | * We fixed a regression bug that made it impossible to (re)load certain maps in UnrealEd | ||
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* We fixed a bug that could make the game remember the wrong noise in Engine.Actor.MakeNoise | * We fixed a bug that could make the game remember the wrong noise in Engine.Actor.MakeNoise | ||
* We fixed a pathing bug that made bots always go for the last detour they found rather than the best detour they found when they could not move directly to their desired destination | * We fixed a pathing bug that made bots always go for the last detour they found rather than the best detour they found when they could not move directly to their desired destination | ||
* We fixed a pathing bug that could | * We fixed a pathing bug that could cause bots to incorrectly believe their destination was unreachable | ||
* We fixed a pathing bug that made bots sometimes think they could not reach their destination by jumping when they actually could | * We fixed a pathing bug that made bots sometimes think they could not reach their destination by jumping when they actually could | ||
* We fixed a pathing bug that made bots constantly trigger computationally expensive ledge checks | * We fixed a pathing bug that made bots constantly trigger computationally expensive ledge checks | ||
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* The Windows client now detects when you try to open the game window at an incorrect position (for example, if you had the window on a different monitor the last time you played but that monitor is now powered off) | * The Windows client now detects when you try to open the game window at an incorrect position (for example, if you had the window on a different monitor the last time you played but that monitor is now powered off) | ||
== Preview 18 | == Preview 18 == | ||
Changes since preview 17 include: | Changes since preview 17 include: | ||
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* The Windows patch now includes a Direct3D 11 renderer | * The Windows patch now includes a Direct3D 11 renderer | ||
== Preview 17 | == Preview 17 == | ||
A small update with some important fixes that we want to have in the public preview: | A small update with some important fixes that we want to have in the public preview: | ||
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* Fixed an AntiDrv/OpenGL bug that made some weapons render on top of the HUD ([https://github.com/OldUnreal/UT2004-testing/issues/155 #155]) | * Fixed an AntiDrv/OpenGL bug that made some weapons render on top of the HUD ([https://github.com/OldUnreal/UT2004-testing/issues/155 #155]) | ||
== Preview 16 | == Preview 16 == | ||
Another unwelcome surprise came up: our exception handling mechanism had a bug that made the game quit rather than show a crash box when encountering a fatal exception. We fixed the bug so we can now hopefully get to the bottom of some of the crash bugs we haven't resolved yet. Additional changes since preview 15 include: | Another unwelcome surprise came up: our exception handling mechanism had a bug that made the game quit rather than show a crash box when encountering a fatal exception. We fixed the bug so we can now hopefully get to the bottom of some of the crash bugs we haven't resolved yet. Additional changes since preview 15 include: | ||
| Line 140: | Line 167: | ||
* Fixed a particle emitter bug that made the BW 2.5 ViPER rifle magazine flicker at high frame rates ([https://github.com/OldUnreal/UT2004-testing/issues/139 #139]) | * Fixed a particle emitter bug that made the BW 2.5 ViPER rifle magazine flicker at high frame rates ([https://github.com/OldUnreal/UT2004-testing/issues/139 #139]) | ||
== Preview 15 | == Preview 15 == | ||
* Added Hebrew fonts | * Added Hebrew fonts | ||
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* Fixed an accessed none bug that broke the admin context menu | * Fixed an accessed none bug that broke the admin context menu | ||
== Preview 14 | == Preview 14 == | ||
Changes since preview 13: | Changes since preview 13: | ||
| Line 155: | Line 182: | ||
* Fixed some minor bugs in the input settings menu | * Fixed some minor bugs in the input settings menu | ||
== Preview 13 | == Preview 13 == | ||
Changes since preview 12 include: | Changes since preview 12 include: | ||
| Line 165: | Line 192: | ||
* Fixed a resource leak and potential rendering corruption problem in AntiDrv | * Fixed a resource leak and potential rendering corruption problem in AntiDrv | ||
== Preview 12 | == Preview 12 == | ||
* We backported the [https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging UTrace, UTrack, and UProfile] console commands from UT99 | * We backported the [https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging UTrace, UTrack, and UProfile] console commands from UT99 | ||
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* Fixed a bug that made ALAudio reduce the sound volume if you had voice chat enabled on the previous map ([https://github.com/OldUnreal/UT2004Patches/issues/374 OldUnreal/UT2004Patches#374]) | * Fixed a bug that made ALAudio reduce the sound volume if you had voice chat enabled on the previous map ([https://github.com/OldUnreal/UT2004Patches/issues/374 OldUnreal/UT2004Patches#374]) | ||
== Preview 11 | == Preview 11 == | ||
* Another fix for the issue where you couldn't alttab when using OpenGLDrv/AntiDrv in a fullscreen window on Windows | * Another fix for the issue where you couldn't alttab when using OpenGLDrv/AntiDrv in a fullscreen window on Windows | ||
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* Fixed a bug that made it impossible to load localized sound packages ([https://github.com/OldUnreal/UT2004Patches/issues/240 OldUnreal/UT2004Patches#240]) | * Fixed a bug that made it impossible to load localized sound packages ([https://github.com/OldUnreal/UT2004Patches/issues/240 OldUnreal/UT2004Patches#240]) | ||
== Preview 10 | == Preview 10 == | ||
* Adjusted AntiDrv lighting code to better match D3D9Drv | * Adjusted AntiDrv lighting code to better match D3D9Drv | ||
Latest revision as of 19:35, 4 July 2026
Preview 22 (draft)
A small set of high-impact fixes and improvements:
- We fixed a bug that crashed the game on maps with invalid MyLevel code (e.g., VCTF-ThermalPlayGround-2)
- You can now use the Core.Object.AllPackageFiles(out string FileName, optional string FileExt, optional string Prefix) iterator to iterate through all package files with the given prefix or extension
- We added the "FILECACHE REFRESH" and "FILECACHE LIST" console commands
- The webadmin now has a button that refreshes the file cache. This is useful if, e.g., you've uploaded a new map while the server was running
- The UWeb.WebRequest.Dump and UWeb.WebResponse.Dump functions should now, once again, work as expected
- The editor and UCC will now print a more detailed error message when they fail to save a package
- ALAudio will now play 2D sounds **without** HRTF and 3D sounds **with** HRTF by default. You can override this behavior by setting ForceHRTF to True or False in the [ALAudio.ALAudioSubsystem] section of the ini (this is still being worked on)
Preview 21
Another really small update. This fixes a problem in the UnrealScript compiler. It also fixes an issue that truncated crash logs.
Preview 20
This preview contains a few small bug fixes and improvements.
- AntiDrv and D3D11Drv now support two fullscreen scaling modes:
1. Stretch (default): stretches the rendered image to fill your entire screen but does not preserve the aspect ratio 2. Aspect ratio: stretches the rendered image as much as possible while preserving the aspect ratio
You can enable aspect ratio scaling by adding the ScalingMode=AspectRatio setting to the [D3D11Drv.D3D11RenderDevice] or [AntiDrv.AntiRenderDevice] sections of your game ini. We will probably also make this setting configurable in the menu soon.
- AntiDrv, D3D11Drv, and OpenGLDrv now apply the same brightness, contrast, and gamma correction to screenshots as they do to the game
- We fixed a bug that prevented some maps from loading
- The mutant game mode now registers kills correctly (https://github.com/OldUnreal/UT2004Patches/issues/497)
Preview 19
Special thanks to YoYoBatty for contributing several of the bug fixes. Changes since preview 18 include:
- We fixed a regression bug that made it impossible to (re)load certain maps in UnrealEd
- We fixed several bugs in the Cache Manager, including one where it would list all packages containing a "ut2" substring in their name as maps
- We fixed a typo in UnrealGame.Bot.TacticalMove.EngageDirection. Because of the typo, bNotifyApex and bTacticalDoubleJump were not set to true if Pawn.Weapon.SplashJump() returned true
- We fixed an AI bug that made bots unnecessarily prioritize searching for ammo pickups
- We fixed an AI bug that made the game find new enemies for dead bots
- We fixed an AI bug that could make bots ignore potential enemies if another bot had already selected them as enemies
- We fixed a squad balancing bug caused by an incorrect distance calculation in Onslaught.ONSSquadAI.BotEnteredVehicle
- We fixed a bug that made UnrealGame.DomTeamAI.GetLeastDefendedObjective() return the most defended objective instead
- We fixed a typo that made Engine.PlayerController.ReplicateMove() call Pawn.SetBase() unnecessarily
- We fixed typos that made SkaarjPack.MonsterController.ClearShot() and UnrealGame.Bot.ClearShot() return false unconditionally
- We fixed a pathing bug that made bots dodge fearspots incorrectly. We also increased the maximum number of fearspots from 2 to 10
- We fixed several bugs that made Engine.Controller.LineOfSightTo return the wrong result
- We fixed a math bug that made the game determine if a bot could hear an enemy behind a wall incorrectly
- We fixed a math bug in UT2k4Assault.AssaultSquadAI.ShouldSuppressEnemy()
- We fixed a pathing bug that made the game fail to find additional vehicle paths when Engine.GameInfo.bLiberalVehiclePaths was enabled
- We fixed a bug that could make the game remember the wrong noise in Engine.Actor.MakeNoise
- We fixed a pathing bug that made bots always go for the last detour they found rather than the best detour they found when they could not move directly to their desired destination
- We fixed a pathing bug that could cause bots to incorrectly believe their destination was unreachable
- We fixed a pathing bug that made bots sometimes think they could not reach their destination by jumping when they actually could
- We fixed a pathing bug that made bots constantly trigger computationally expensive ledge checks
- We fixed bugs in SkaarjPack.MonsterController.NotifyBump() and UnrealGame.Bot.NotifyBump(). These bugs made camping bots move out of the way when a different player bumped into them, even if that bot was not actually blocking the way
- We fixed a bug that made UnrealGame.SquadAI.CloseToLeader() return an incorrect result on maps with water volumes in the middle
- We fixed a bug that could make bots try to grab a super pickup when another bot was already much closer to it
- We fixed typos in UT2k4Assault.ASGameInfo.TweakSkill() and UnrealGame.DeathMatch.TweakSkill(). Because of these typos, the game incorrectly set the skill level of the bots on the human player's team. Since this bug fix has the potential to change the game balance in single-player mode, the bug fix is optional and disabled by default. To enable it, set bTeamBotsAsEpicIntended=True in the [UT2k4Assault.ASGameInfo] and [UnrealGame.DeathMatch] sections of the game ini
- We fixed a bug that could crash the game while rendering a weapon without an owner, typically when importing an Unreal or Unreal Tournament (99) map into the UT2004 editor
- We fixed a D3D11Drv bug that crashed the game when compiling a shader without texture coordinate inputs
- We fixed a security bug that allowed players to call replicated functions without the necessary permissions
- We fixed several bugs that could crash UnrealEd when trying to play, export, delete, or rename a sound when no sound was selected in the sound browser (OldUnreal/UT2004Patches#481)
- We fixed D3D11Drv, AntiDrv, and OpenGLDrv bugs that made certain scripted textures render incorrectly (UT2004-testing#182, OldUnreal/UT2004Patches#477)
- We fixed a regression bug that broke the server browser on Linux (UT2004-testing#185)
- We fixed an UnrealEd bug that could make the sound browser export sounds using the wrong file names
- We fixed several UnrealEd sound browser bugs that could make it apply actions (play, delete, etc.) to the wrong sounds
- We fixed a bug that made UnrealEd crash after right-clicking an item box (OldUnreal/UT2004Patches#484)
- The UnrealEd actor browser now has a function to export selected packages only
- The Windows client will now use borderless windows rather than exclusive fullscreen mode. This makes Alt+Tab and resolution switching much faster and more reliable
- The Windows client now detects when you try to open the game window at an incorrect position (for example, if you had the window on a different monitor the last time you played but that monitor is now powered off)
Preview 18
Changes since preview 17 include:
- Fixed a regression bug that broke scripted textures in online games (OldUnreal/UT2004Patches#405)
- Fixed a crash bug in AntiDrv
- Fixed a major performance regression that made CPU utilization on servers gradually increase and that could make the server hang for a very long time when switching maps
- ALAudio no longer applies HRTF to 2D sounds (OldUnreal/UT2004Patches#427)
- Fixed a bug that crashed the game when invoking the garbage collector from actor state code. This made maps such as AS-Convoy crash if you launched them with the quickstart parameter set to true (OldUnreal/UT2004Patches#420)
- Fixed a bug that crashed the editor when you moved the fade in/out sliders in the particle editor (#170)
- Fixed a bug that could crash the editor when selecting a list box (OldUnreal/UT2004Patches#435)
- The game should now retain the -nohomedir command line parameter when relaunching on Linux and macOS (stijn-volckaert/ut2004new#249)
- Changes to the FOV setting will now persist after restarting the game
- Rotating skyboxes, such as those on AS-Convoy and CTF-DE-LavaGiant2, will now animate correctly at high frame rates (OldUnreal/UT2004Patches#445 OldUnreal/UT2004Patches#448)
- We fixed a typo in UnrealGame.Bot.Hunting.FindViewSpot (OldUnreal/UT2004Patches#446)
- The in-game server details panes will now show the server's current and configured tickrate (OldUnreal/UT2004Patches#457)
- The game now supports reading localization files with UTF-16BE encoding (OldUnreal/UT2004Patches#460)
- The news tab in the community menu now shows news hosted on the OldUnreal domain
- We fixed a crash that would occur when the game attempted to register an anti portal in a zone without zone info
- We fixed a bug that would crash Unreal Editor when scrolling in an empty scene manager window
- The editor browsers now refresh after opening a map
- The game will now fail to load (rather than crash) packages with invalid package headers
- We fixed a bug that would increase the package size every time you rebuilt code
- D3D9Drv, OpenGLDrv, and AntiDrv now correctly illuminate geometry when there is no valid LitSphere
- We fixed a bug that would crash the editor when trying to render projectors after importing t3d data
- We fixed a bug that would crash the game when it failed to open a voice channel (e.g., while switching maps) (OldUnreal/UT2004Patches#465)
- When pasting text into the in-game console using CTRL+V, the pasted text will now be inserted at the cursor position rather than at the end of the current text line
- We increased the hardcoded limit of 32 players to 255 (OldUnreal/UT2004Patches#442)
- We fixed a bug that made the editor stop responding after closing modal dialogs
- SDLDrv will now attempt to change the display mode when changing the fullscreen resolution on Linux/arm64. This change dramatically improves performance on the raspberry pi
- We implemented several optimizations for AntiDrv
- If you enable the "reduce mouse lag" option when using AntiDrv on Windows, the renderer will now attempt to use a DXGI swapchain on supported devices. This type of swapchain reduces input latency substantially
- Added Polish localization
- Updated German localization
- We reduced UnrealEd's idle CPU consumption
- We fixed a D3D9Drv bug that made projected textures too bright on systems with nvidia GPUs (OldUnreal/UT2004Patches#434)
- The roaming energy effect on Onslaught power nodes now works correctly when players switch teams (OldUnreal/UT2004Patches#476)
- All renderers now have their UseStencil setting set to false by default. This is necessary because the BSP stencil builder code does not handle portals correctly (OldUnreal/UT2004Patches#471)
- We fixed an AntiDrv bug that made certain combiner materials render incorrectly if they used the CO_Use_Color_From_Material1 or CO_Use_Color_From_Material2 color combining mode (OldUnreal/UT2004Patches#469)
- The Windows patch now includes a Direct3D 11 renderer
Preview 17
A small update with some important fixes that we want to have in the public preview:
- Exception handling on Windows still had some corner cases where it didn't work as expected. This resulted in the game shutting down rather than showing a crash box when encountering a fatal error
- Fixed a UCC bug that caused unexpected type mismatches, making it impossible to compile certain packages on Linux platforms
- Added a new "Highest" world detail mode. This mode disables the dynamic detail reduction feature that disabled visual effects such as vehicle headlights when the frame rate (temporarily) dropped below the desired frame rate (#140)
- Fixed a bug that crashed the game while receiving a voice message when you had voice chat disabled (#159)
- Restored nearclip support in all renderers, but clamped the allowed nearclip values between 3 and 10 (#38)
- Fixed an AntiDrv/OpenGL bug that made some weapons render on top of the HUD (#155)
Preview 16
Another unwelcome surprise came up: our exception handling mechanism had a bug that made the game quit rather than show a crash box when encountering a fatal exception. We fixed the bug so we can now hopefully get to the bottom of some of the crash bugs we haven't resolved yet. Additional changes since preview 15 include:
- Fixed a bug that made maps like DM-HUT-Gephyrophilia crash clients connecting to dedicated servers (OldUnreal/UT2004Patches#382)
- Fixed a bug that made long map lists crash servers upon startup (OldUnreal/UT2004Patches#384)
- Added additional checks in the BodyGetDoubleRate function so we can hopefully figure out the root cause of a crash bug that has been reported in the public tracker (e.g., OldUnreal/UT2004Patches#387)
- Tweaked the positioning and scaling of the main menu buttons, the Onslaught minimap, and the Onslaught grenade HUD to better accommodate ultra-widescreen monitors
- Fixed a particle emitter bug that made the BW 2.5 ViPER rifle magazine flicker at high frame rates (#139)
Preview 15
- Added Hebrew fonts
- Fixed the center view bug in Onslaught (#153)
- Fixed an accessed none bug that broke the admin context menu
Preview 14
Changes since preview 13:
- Voice chat will now work on macOS
- Updated default Brightness/Gamma/Contrast settings for SDLDrv users
- Updated localization
- Fixed some minor bugs in the input settings menu
Preview 13
Changes since preview 12 include:
- Fixed broken deco/description texts in the maps/player menus (OldUnreal/UT2004Patches#263)
- The popup asking you if we can change your menu class to the widescreen menu will no longer appear when playing mods
- Implemented several performance optimizations that primarily benefit Onslaught
- Fixed a bug that made the game repeatedly try to activate the microphone even if the microphone is disabled in the system's privacy settings (#143 #144)
- Fixed a resource leak and potential rendering corruption problem in AntiDrv
Preview 12
- We backported the UTrace, UTrack, and UProfile console commands from UT99
- The Linux and macOS clients now use SDL 3.4.2
- The macOS client will no longer show the IME menu when holding down a key (OldUnreal/UT2004Patches#161)
- We fixed some accessed none errors in Onslaught
- The 9.6Kbit/s voice codec now works in internet games (OldUnreal/UT2004Patches#46)
- Auto-joining voice channels should now work reliably
- The client should now correctly inform the server about its voice chat status
- We fixed another AntiDrv bug that could cause player model glitches
- We fixed an AntiDrv bug that made the shield gun's shield effect fully opaque and white when hit by a lightning bolt
- We added support for stereo sound effects in ALAudio
- D3D9Drv should now gracefully handle textures that are missing mipmap data. This fix will make the flames on ONS-Frostbite render correctly
- D3D9Drv should now render materials with multiple passes correctly. This change fixes several issues where material layers were missing (OldUnreal/UT2004Patches#363 OldUnreal/UT2004Patches#337 OldUnreal/UT2004Patches#317 #109 #137 #134 #133 #108)
- The Linux patch is now available for powerpc64le platforms
- ALAudio now supports EAX spatial audio on Linux
- OpenGLDrv should now render vehicle headlights correctly
- The game will now only turn on your microphone when you're in a multiplayer game with voice chat enabled
- Fixed a bug that made ALAudio reduce the sound volume if you had voice chat enabled on the previous map (OldUnreal/UT2004Patches#374)
Preview 11
- Another fix for the issue where you couldn't alttab when using OpenGLDrv/AntiDrv in a fullscreen window on Windows
- Fixed a regression in AntiDrv that made weapon effects such as the shock coil render unlit
- Restored voice chat support and fixed several bugs and security vulnerabilities in the voice chat code
- Implemented Hor+ FoV support (#33 OldUnreal/UT2004Patches#286 OldUnreal/UT2004Patches#185 OldUnreal/UT2004Patches#200 OldUnreal/UT2004Patches#194)
- Fixed rubber-banding/movement desync when playing online with high fps (OldUnreal/UT2004Patches#81)
- Fixed a bug that made AntiTCC crash after changing your audio settings
- Increased the maximum framerate for editor viewports to 200 FPS
- Improved the AntiDrv fix for corrupted player models
- Overhauled fullscreen handling on macOS and Linux. Fullscreen viewports now render at the desktop resolution at all times, but the game will render at the resolution the player selected internally
- Fixed a crash that would happen when joining online games while recording a demo
- Removed the Windows XP firewall authorization code that generated firewall warning popups
- Implemented a new mechanism mutators can use to present custom map voting menus to 3374 clients. This mechanism adds a "CustomMapVotingMenu" string variable to the XInterface.GUIController class. You can set this variable using SetPropertyText. If the SetPropertyText call succeeds, the client will open the map voting menu using this variable. If the call fails, you are dealing with an older client, and your custom menu loader will need to revert on such clients to using "MapVotingMenu" (OldUnreal/UT2004Patches#335)
- Fixed a bug that made it impossible to load localized sound packages (OldUnreal/UT2004Patches#240)
Preview 10
- Adjusted AntiDrv lighting code to better match D3D9Drv
- Fixed a crash in the Karma logging code (#105)
- Added support for https links in the URL parsing code
- Added additional information to crash logs
- Fixed a bug that made unlit meshes flicker occasionally
- Made AntiDrv's handler for combiner materials with the CO_Use_Color_From_MaterialX color op emulate D3D9Drv (this fixes an issue in KFMod 1.x)
- The SystemARM64 folder in the Linux patch now contains the correct Default.ini and DefUser.ini (OldUnreal/UT2004Patches#209)
- Fixed a bug that made it impossible to assign advanced textures to surfaces using the texture browser (OldUnreal/UT2004Patches#203)
- Removed some spammy editor commands from the editor log output
- The game now flushes the log file when it closes or crashes
- Reverted a fix that made it impossible to load certain Onslaught maps and mods
- Fixed an editor bug that duplicated projected texture layers during build operations (OldUnreal/UT2004Patches#201)
- Removed CTF-BP2-Concentrate from the single-player ladder
- Fixed a crash caused by d3d9drv trying to set an unsupported display mode
- Fixed an editor bug that made assets without a group invisible in the various assets browsers (OldUnreal/UT2004Patches#237)
- Fixed a bug that made team symbols invisible on flags (OldUnreal/UT2004Patches#233)
- Fixed a bug that made the progress bars blink during slow editor operations
- Removed the MaxClientRate cap that would be enforced when the server had more than 16 players (OldUnreal/UT2004Patches#264)
- The Linux patch should now replace outdated binaries such as ucc-bin-amd64 with symlinks to the updated binaries
- Fixed a bug that could make AntiDrv render player models incorrectly on UTComp servers
- Fixed several bugs that broke game relaunching on Linux and macOS
- Fixed a bug that broke mod support on Linux systems
- When you alt+tab out of the game and back in on a Windows system running one of the OpenGL renderers in fullscreen mode, the game window should now restore the game window to fullscreen mode
- When you alt+tab out of the game, the game window will now get minimized instead of rendering over all other windows
- Fixed a bug that broke the web admin on Windows servers
- Fixed several vulnerabilities in the ut2004:// URI handler (Thanks Hacker Fantastic for the advisory!)
- Made some minor adjustments to OpenGL/AntiDrv color correction. The new default color correction values in Default.ini are Brightness=0.5, Contrast=0.5, Gamma=1.0. We also updated OpenGLDrv and AntiDrv so they match D3D9Drv exactly at these values (OldUnreal/UT2004Patches#238)
- Fixed a bug that made the editor hang when you compiled changed scripts if no scripts had changes (OldUnreal/UT2004Patches#268)
- Backported several bug fixes and optimizations for the log window
- Improved FPS limiter (OldUnreal/UT2004Patches#293)
- The video settings menu will no longer warn you about using an unsupported resolution when the game is in windowed mode
- The game will now prompt you to upgrade to the widescreen-friendly version of the menu
- Fixed duplication of favorites when added by IP address and then updated by FQDN (OldUnreal/UT2004Patches#92 (comment))
- Added functionality for colored server names using HTML-like notation
