Age | Commit message (Collapse) | Author | |
---|---|---|---|
2015-03-17 | Fix cg.intermissionStarted only being enabled at first intermission | Zack Middleton | |
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. | |||
2015-03-17 | Windows header files for q3lcc | Pan7 | |
2015-03-17 | Renaming outp to outbufp because outp() is an existing function | Pan7 | |
2015-03-17 | When player stops following a player, keep view angles | Zack Middleton | |
Now player keeps looking the same direction instead of facing somewhere else which is slightly disorienting. | |||
2015-03-17 | Don't use dead view angles after stop following a dead player | Zack Middleton | |
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. | |||
2015-03-17 | Fix reading 4 byte UTF-8 text input | Zack Middleton | |
2015-03-17 | Add weapon barrel to gauntlet/mg/bfg items in baseq3 too | Zack Middleton | |
2015-03-17 | Fix weapon barrel angle on Gauntlet and BFG items in Team Arena | Zack Middleton | |
The barrels were rotated 90 degrees from what they should be. Used barrel code from CG_AddPlayerWeapon to fix them. | |||
2015-03-17 | Fix compile error with ml64 assembler | Michael Rieder | |
2015-03-17 | Fix bot's teamleader name field being too short | Zack Middleton | |
Players using names with 32 to 35 characters could not be recognized as the team leader. Reported by Razor. | |||
2015-03-17 | Fix negative glyph index in Team Arena text functions | Zack Middleton | |
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. | |||
2015-03-17 | Fix saving/loading glyph 255 in RegisterFont | Zack Middleton | |
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. | |||
2015-03-17 | OpenGL2: Fix face culling. | SmileTheory | |
2015-03-17 | OpenGL2: Ensure tess VAO is bound before using it. | SmileTheory | |
2015-03-17 | Fix stencil shadows not drawing if has 500 or more vertexes | Zack Middleton | |
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. | |||
2015-03-17 | Don't set fog image border color | Zack Middleton | |
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. | |||
2015-03-17 | Remove unfinished OpenGL display list code | Zack Middleton | |
It seems unlikely anyone is going to do anything with this aside from stub it out in OpenGLES ports. | |||
2015-03-17 | Correct a few OpenGL variable types | Zack Middleton | |
Affectly no change for desktop OpenGL. Use correct types for OpenGLES support. | |||
2015-03-17 | OpenGL2: Bit more parallax optimization. | SmileTheory | |
2015-03-17 | OpenGL2: Add support for parallax occlusion mapping. | SmileTheory | |
2015-03-17 | OpenGL2: remove lightmap support from generic glsl shader. This path was ↵ | SmileTheory | |
barely used and doing this compiles fewer shaders. | |||
2015-03-17 | Clear window buffer when it's created | Zack Middleton | |
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. | |||
2015-03-17 | Remove accidentally added increment. | SmileTheory | |
2015-03-17 | OpenGL2: Support half floats for texcoords and vertex colors. | SmileTheory | |
2015-03-17 | Always use GL_Cull to change cull state | Zack Middleton | |
Manually changing cull state can cause later GL_Cull calls to not change the cull state. | |||
2015-03-17 | Fix pid file ignoring user set fs_homepath | Zack Middleton | |
Create pid file in fs_homepath instead of (always) default homepath. If not manually set, fs_homepath is set to Sys_DefaultHomePath(). | |||
2015-03-17 | Add missing EV_USE_ITEM15 cases | Zack Middleton | |
Add EV_USE_ITEM15 to cg_event.c and ai_dmq3.c for consistency. | |||
2015-03-17 | OpenGL2: Change normal/tangent vertex encoding. | SmileTheory | |
2015-03-17 | OpenGL2: Speed up tonemap shader. | SmileTheory | |
2015-03-17 | OpenGL2: Fix corrupt models. | SmileTheory | |
2015-03-17 | OpenGL2: Bit of multidraw optimization. | SmileTheory | |
2015-03-17 | Fix a bug in previous commit. | SmileTheory | |
2015-03-17 | OpenGL2: Fix missing surfaces with r_mergeMultidraws 2. | SmileTheory | |
2015-03-17 | OpenGL2: Interleave vertex data for static MD3s. | SmileTheory | |
2015-03-17 | OpenGL2: Fix invalid texture parameter. | SmileTheory | |
2015-03-17 | OpenGL2: Reduce redundant GL calls. | SmileTheory | |
2015-03-17 | OpenGL2: Vertex array object support. | SmileTheory | |
2015-03-17 | OpenGL2: VBO cleanup. | SmileTheory | |
2015-03-17 | OpenGL2: Better BSP surface merging. | SmileTheory | |
2015-03-17 | OpenGL2: Don't segfault if r_ext_multitexture is disabled | Zack Middleton | |
2015-03-17 | Add function for clearing global shader instead of duplicating the code | Zack Middleton | |
2015-03-17 | Add facility to describe cvars | Tim Angus | |
2015-03-17 | Use correct type for thinktime | Tim Angus | |
2015-03-17 | Don't add duplicate resolutions to r_availableModes | Zack Middleton | |
SDL can give the same resolution with different refresh rates. The refresh rate isn't used, so only add resolution to mode list once. | |||
2015-03-17 | Fix Windows key bind name on non-Mac using SDL2 | Zack Middleton | |
SDL 1.2 sends SDKL_*META (command) and SDLK_*SUPER (windows key). SDL2 sends SDLK_*GUI for both. | |||
2015-03-17 | Fix binding 'context menu' key using SDL2 | Zack Middleton | |
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. | |||
2015-03-17 | Fix building with curl on Linux PPC and Sparc | MAN-AT-ARMS | |
2015-03-17 | Change default value for s_alDopplerSpeed | MAN-AT-ARMS | |
2015-03-17 | Fix possible division by zero in S_PaintChannelFrom16_altivec | MAN-AT-ARMS | |
2015-03-17 | Actually, that's not suppressing, that's changing behaviour | Tim Angus | |