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2017-02-07fix compilation with MSVC/dev/humancontroller
TODO: uhm, _snprintf()... WRONG ?
2017-02-06MODERN(TM)ize the Makefile a bit/dev/humancontroller
2017-02-06fix compilation without USE_CURL/dev/humancontroller
2017-02-06use system libraries more properly; introduce a dependency on Minizip/dev/humancontroller
remove the USE_LOCAL_HEADERS option (it was broken anyway)
2017-02-06reserve (by default) the "dep" directory for the repository of dependencies ↵/dev/humancontroller
(system libraries)
2017-02-06rearrange the build directory structure a bit/dev/humancontroller
- do not use a BASEGAME subdirectory for intermediate (cgame/game/ui module) object files - place all final outputs (executables, libraries and VMs) in the "out" subdirectory of the build directory
2017-02-06stop using profile/platform/architecture-specific build directories, just ↵/dev/humancontroller
use "bld" (by default) also update the .gitignore appropriately
2017-02-06allow additional makefiles to be included via the new SETTINGS_MAKEFILES ↵/dev/humancontroller
variable; reference GNUmakefile.local instead of Makefile.local
2017-02-06rename the Makefile to GNUmakefile/dev/humancontroller
because it uses GNU Make extensions also update the .gitignore appropriately
2017-02-06make the .gitignore more specific/dev/humancontroller
2017-02-06remove the (non-working) MSVC solution, a bunch of scripts from the source ↵/dev/humancontroller
tree, and cruft from the .gitignore
2017-01-26move the CC and GPL files to misc//dev/humancontroller
2017-01-26remove ChangeLog and botlib/dev/humancontroller
2017-01-26remove most asset and configuration files from the source tree/dev/humancontroller
2017-01-26move menudef.h to src/ui/, update the include references appropriately/dev/humancontroller
2017-01-26remove most libraries from the source tree/dev/humancontroller
2016-04-09Merge branch 'master' into gppTim Angus
2016-04-07Make it compileTim Angus
2016-04-07Merged ioq3 1f6703821f11be9c711c6ee42371ab290dd12776Tim Angus
2016-04-07OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.SmileTheory
2016-04-07OpenGL2: Render metals as nonmetal on cubemaps, and some ComputeShaderColors ↵SmileTheory
cleanup.
2016-04-07Remove incorrect documentation from q3a.serviceZack Middleton
rate, snaps, and cl_maxpackets cvars only affect client.
2016-04-07OpenGL2: Improve cubemap outside error.SmileTheory
2016-04-07Fix typo of SDL_Has3DNow() in Sys_GetProcessorFeatures()Zack Middleton
2016-04-07Sys_GetProcessorFeatures() didn't check for 3DNow! or Altivec.Ryan C. Gordon
2016-04-07OpenGL2: Fix horribly broken metallic shader.SmileTheory
2016-04-07OpenGL2: Fix r_lightmap.SmileTheory
2016-04-07OpenGL2: More ssao/depth blur improvements.SmileTheory
2016-04-07OpenGL2: Fixes to depth blur and ssao.SmileTheory
2016-04-07OpenGL2: Create FBOs if target image exists, not cvar settings.SmileTheory
2016-04-07OpenGL2: Speedup for SSAO & blur shaders, fix sunlight normals in lightall.SmileTheory
2016-04-07OpenGL2: Add r_glossType.SmileTheory
2016-04-07OpenGL2: Add r_shadowBlur.SmileTheory
2016-04-07OpenGL2: Shader optimization, and add dither to tonemap.SmileTheory
2016-04-07OpenGL2: Fix some GL errors and no sun shadows on older OpenGLs.SmileTheory
2016-04-07OpenGL2: Typos.SmileTheory
2016-04-07OpenGL2: Add named cubemaps and per-map env.json parsing.SmileTheory
2016-04-07OpenGL2: Merge several cvars into r_pbr.SmileTheory
r_glossIsRoughness, r_specularIsMetallic, r_framebufferGamma, r_tonemapGamma, r_materialGamma, r_lightGamma
2016-04-07Fix frame_msec possibly being zero in cl_input.c.SmileTheory
This fixes a mouse freezing bug.
2016-04-07OpenGL2: Load existing per-map cubemaps.SmileTheory
2016-04-07OpenGL2: Some FBO related cleanup/fixes.SmileTheory
2016-04-07OpenGL2: Direct state access, part 3: Framebuffers.SmileTheory
2016-04-07OpenGL2: Direct state access, part 2: Uniforms.SmileTheory
2016-04-07OpenGL2: Direct state access, part 1: Texture bindsSmileTheory
2016-04-07Add msvc12 project files.SmileTheory
2016-04-07OpenGL2: Remove specular ambient.SmileTheory
2016-04-07Fix some opus_decode issuesZack Middleton
It was able to fail the assert before. I was using opus_decode wrong.
2016-04-07Use Opus for VoIPZack Middleton
Server/client VoIP protocol is handled by adding new cvars cl_voipProtocol and sv_voipProtocol, sv_voip and cl_voip are used to auto set/clear them. All users need to touch are cl/sv_voip as 0 or 1 just like before. Old Speex VoIP packets in demos are skipped. New VoIP packets are skipped in demos if sv_voipProtocol doesn't match cl_voipProtocol. Notable difference between usage of speex and opus codecs, when using Speex client would be sent 80ms at a time. Using Opus, 60ms is sent at a time. This was changed because the Opus codec supports encoding up to 60ms at a time. (Simpler to send only one codec frame in a packet.)
2016-04-07OpenGL2: Add r_cubemapSize.SmileTheory
2016-04-07OpenGL2: Replace r_exportCubemaps cvar with exportCubemaps command.SmileTheory