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<title>zittrig-4/src/renderergl2, branch master</title>
<subtitle>The server software used for the Der Bunker Tremulous servers.
</subtitle>
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<entry>
<title>request a visual with at least 1 alpha bit: add r_alphabits, defaulting to 1</title>
<updated>2017-03-09T12:51:11+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2014-07-13T16:05:31+00:00</published>
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<id>8391e8997fad1bdbd6b9d189c6afca22d3e4324c</id>
<content type='text'>
this is required for binary shaders
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<pre>
this is required for binary shaders
</pre>
</div>
</content>
</entry>
<entry>
<title>stop depending on the system-reserved _DEBUG preprocessor-define</title>
<updated>2017-03-09T12:51:09+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2015-03-18T14:03:52+00:00</published>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>fix some usages of abs(), part 1: non-gamelogic-changing changes</title>
<updated>2017-02-07T16:34:59+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2015-02-01T23:14:07+00:00</published>
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<id>8ab2f0b3081f53692836035aedd2546b607decc8</id>
<content type='text'>
detected by Clang

changes in tr_main.c reviewed by SmileTheory
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<pre>
detected by Clang

changes in tr_main.c reviewed by SmileTheory
</pre>
</div>
</content>
</entry>
<entry>
<title>fix usage of the specularScale variable</title>
<updated>2017-02-07T16:34:58+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2017-01-30T01:20:18+00:00</published>
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<id>9c27fee0e01ce9ceb83622068acfc4033625fde3</id>
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</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>use system libraries more properly; introduce a dependency on Minizip</title>
<updated>2017-02-06T17:00:03+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2015-06-18T12:16:53+00:00</published>
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<id>79670de4d78c6b6cd1e449aad985ac8dc4438b4e</id>
<content type='text'>
remove the USE_LOCAL_HEADERS option (it was broken anyway)
</content>
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<pre>
remove the USE_LOCAL_HEADERS option (it was broken anyway)
</pre>
</div>
</content>
</entry>
<entry>
<title>Make it compile</title>
<updated>2016-04-07T10:58:19+00:00</updated>
<author>
<name>Tim Angus</name>
<email>tim@ngus.net</email>
</author>
<published>2016-04-07T10:58:19+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=87abdd914988724e164ffb16380ad26be8420b84'/>
<id>87abdd914988724e164ffb16380ad26be8420b84</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.</title>
<updated>2016-04-07T10:54:15+00:00</updated>
<author>
<name>SmileTheory</name>
<email>SmileTheory@gmail.com</email>
</author>
<published>2016-04-05T09:37:05+00:00</published>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>OpenGL2: Render metals as nonmetal on cubemaps, and some ComputeShaderColors cleanup.</title>
<updated>2016-04-07T10:54:15+00:00</updated>
<author>
<name>SmileTheory</name>
<email>SmileTheory@gmail.com</email>
</author>
<published>2016-04-05T09:21:14+00:00</published>
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<id>137f8bc53e9895826548d0f398d6faaa36215bb5</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>OpenGL2: Improve cubemap outside error.</title>
<updated>2016-04-07T10:54:15+00:00</updated>
<author>
<name>SmileTheory</name>
<email>SmileTheory@gmail.com</email>
</author>
<published>2016-03-29T05:26:19+00:00</published>
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<id>92f4cec8690c90188fed24b0c2b8f0c32d245cbd</id>
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</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>OpenGL2: Fix horribly broken metallic shader.</title>
<updated>2016-04-07T10:54:15+00:00</updated>
<author>
<name>SmileTheory</name>
<email>SmileTheory@gmail.com</email>
</author>
<published>2016-03-15T12:20:25+00:00</published>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
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