The community driven project Unvanquished is making great improvements to the game-engine. Recently they announced the upgrading 15yr old engine now Unvanquished 2.0 is released, with SDL2 support!
Unvanquished has been ported to SDL 2. This brings various improvements – better handling of window manager hot keys (Alt-Tab etc.), mouse motion and multiple monitors, for example. There’s still plenty which could done to better make use of SDL , though. (It can still be built with SDL 1.2 for compatibility, e.g. you want to use externally-compiled SDL but 2.0 isn’t readily available.)
More engine and renderer changes!
FXAA (fast approximate anti-aliasing) has been added. It requires the GL3 renderer, but may not work on some older Intel hardware due to driver deficiencies. Click here if you want to read more about FXAA. To enable it, /set r_FXAA 1.
Some work has been done on multi-threading, allowing the renderer to run in a separate thread. This will help with complex scenes, giving a frame-rate boost (possibly as much as 40%) because it allows the game to get on with processing your input and talking to the server while the display is being updated – so long as you have a multi-core CPU (which you probably do). To enable it, /set r_smp 1 then restart the client.
GeoIP support is present now. Some will have noticed “$PLAYER has connected from $COUNTRY” on some of servers – that’s basically it, except that admins get /listgeoip too.
Improved IPv4 and IPv6 support – the server list now shows servers which are listening on both IPv4 and IPv6 once only, and you’ll connect using whichever protocol is preferred and available. (If you have publicly-visible IPv6 addresses and you want IPv6 to be preferred, /set net_enabled 7 (assuming that its value was 1 or 3) and restart the client, and you’ll be connecting via IPv6 where possible by default.