them more consistent. Warnings are in yellow, while errors are in red.
New cvar: g_developerTimestamp will display timestamps next to debug messages
originating from the game-logic. Set g_developer to 1 to see them.
A lot of useful into, such as which entity id messages originate from
should aid in debugging quite a bit.
SP level transitions should also be more reliable now in terms of
transferring entities and the like.
Some levels have awkward transition areas and you might find yourself
jumping between levels frequently. Workarounds are in the works.
Various misc fixes to code routines that negatively affect splitscreen.
We also set frametime/clframetime to 0.0 after the first player view has been drawn as to not run
predraw math more than once per frame. This should not cause any issues but if you are experiencing issues let us know.
Game_Input, the game specific function every game had to implement will be
deprecated to streamline the overall codebase. Migrate custom impulses into your gamerule overrides.
This will make it much easier to separate cheat impulse from the multiplayer game too.