Age | Commit message (Collapse) | Author |
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Game sets CS_INTERMISSION to 1 at intermission, but does not clear it at
map_restart so it's only sent the first time. CG_MapRestart manually clears
cg.intermissionStarted (which is set to value of CS_INTERMISSION when it's
modified). So subsequent intermissions do not have cg.intermissionStarted
enabled.
Now CS_INTERMISSION is cleared and sent each time intermission is started
and cg.intermissionStarted is enabled each time.
This makes subsequent intermissions not play sounds in CG_CheckLocalSounds
during the 1 second between intermission starting and switching to scoreboard
(PM_INTERMISSION) and makes Team Arena voice chats not play.
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Now player keeps looking the same direction instead of facing somewhere else
which is slightly disorienting.
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If ps.stats[STAT_HEALTH] is less or equal to 0, cgame uses fixed view angles.
When stop following a player, make sure health isn't less or equal to 0.
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The barrels were rotated 90 degrees from what they should be.
Used barrel code from CG_AddPlayerWeapon to fix them.
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Players using names with 32 to 35 characters could not be recognized as
the team leader.
Reported by Razor.
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Team Arena's text functions cast signed char values to int and use as an array index.
This works fine for values 0 to 127, but not for -128 to -1 which are a negative array index.
Instead use "character & 255" like client and original Q3 ui/cgame string drawing code.
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The glyph for character 255 (lower case y with two dots above it) was
rendered, but it's glyph information was not stored in fontInfo_t and
not saved into .dat file (including the ones in Team Arena).
Attempting to load it from existing .dat font files is fine because
shader name is "" and gets 0 handle. The handle was already 0 anyway.
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Stencil shadow is not drawn if a mesh, or multiple meshes with the same
entity and shader, have more than 500 vertexes. The issue is caused by storing
the projected positions in the tess vertex buffer. Use a new array instead.
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GL1's R_CreateImage sets GL texture to 0 before it ends, so border color is not
applied to the fog image. GL_CLAMP is not used for fog image (in either renderer),
so it would presumably not be used even if applied to the fog image.
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It seems unlikely anyone is going to do anything with this aside from stub
it out in OpenGLES ports.
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Affectly no change for desktop OpenGL.
Use correct types for OpenGLES support.
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barely used and doing this compiles fewer shaders.
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When starting the game in windowed mode, the window buffer used whatever
was on the screen before running the game. Kind of like you could see
through the window, but it doesn't update what happens behind it.
It makes it look like something is broken or non-responsive.
So clear the window opengl buffer to black.
Credit to theinvsblman for the code.
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Manually changing cull state can cause later GL_Cull calls to not change
the cull state.
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Create pid file in fs_homepath instead of (always) default homepath.
If not manually set, fs_homepath is set to Sys_DefaultHomePath().
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Add EV_USE_ITEM15 to cg_event.c and ai_dmq3.c for consistency.
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SDL can give the same resolution with different refresh rates.
The refresh rate isn't used, so only add resolution to mode list once.
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SDL 1.2 sends SDKL_*META (command) and SDLK_*SUPER (windows key).
SDL2 sends SDLK_*GUI for both.
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SDL 1.2 converted Windows' VK_APPS and X11 XK_Hyper_R to SDLK_MENU.
SDL2 has it as a separate SDLK_APPLICATION key, so convert it to K_MENU too.
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