Standards, High And Games
The release where the engine got a name, a five-colour logo palette, and a loading screen whose only job was to make the browser let it have audio.
The Name
getEngineName() -> "SHAG Engine"
getEngineTagline() -> "Standards, High And Games"An EngineVersion singleton became the single source for the version string, the debug console header and the version command. Five colours were pulled out of the new logo into a LOGO_PALETTE constant — Orange, Yellow, Teal, Pink, Green — and those five colours are still the accent set in the game's loading smoke effect three releases later.
Tap To Start Was Not A Cutscene
LoadingScreen moved from the game code into the engine, gained a "tap to start" ready phase, and that phase exists for exactly one reason: AudioManager.unlockAudio().
Every browser that has ever shipped audio has the same rule — nothing plays until a user gesture — and the standard response is to put a fake loading bar in front of it. This one put the actual requirement in front of it. Tap, and the audio context unlocks; the glow behind the logo cycles through the five logo colours with smooth crossfades, and the pulsing dot and ripple rings use the same palette.
Audio unlock was moved out of the game menu entirely and into the engine loading screen, because it is an engine problem wearing a game's clothes.
Also Here
Quake and Warsow brand references were removed from the docs, and the terminology was updated to Q3map2/NetRadiant-compatible format language — which was a strange thing to do in a release whose headline feature was a logo, and which turns out to be a fairly precise description of where the next six months went.