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2015-03-17Fix compile error with ml64 assemblerMichael Rieder
2015-03-17Fix saving/loading glyph 255 in RegisterFontZack 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.
2015-03-17OpenGL2: Fix face culling.SmileTheory
2015-03-17OpenGL2: Ensure tess VAO is bound before using it.SmileTheory
2015-03-17Fix stencil shadows not drawing if has 500 or more vertexesZack 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.
2015-03-17Don't set fog image border colorZack 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.
2015-03-17Remove unfinished OpenGL display list codeZack Middleton
It seems unlikely anyone is going to do anything with this aside from stub it out in OpenGLES ports.
2015-03-17Correct a few OpenGL variable typesZack Middleton
Affectly no change for desktop OpenGL. Use correct types for OpenGLES support.
2015-03-17OpenGL2: Bit more parallax optimization.SmileTheory
2015-03-17OpenGL2: Add support for parallax occlusion mapping.SmileTheory
2015-03-17OpenGL2: remove lightmap support from generic glsl shader. This path was ↵SmileTheory
barely used and doing this compiles fewer shaders.
2015-03-17Clear window buffer when it's createdZack 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.
2015-03-17Remove accidentally added increment.SmileTheory
2015-03-17OpenGL2: Support half floats for texcoords and vertex colors.SmileTheory
2015-03-17Always use GL_Cull to change cull stateZack Middleton
Manually changing cull state can cause later GL_Cull calls to not change the cull state.
2015-03-17Fix pid file ignoring user set fs_homepathZack Middleton
Create pid file in fs_homepath instead of (always) default homepath. If not manually set, fs_homepath is set to Sys_DefaultHomePath().
2015-03-17OpenGL2: Change normal/tangent vertex encoding.SmileTheory
2015-03-17OpenGL2: Speed up tonemap shader.SmileTheory
2015-03-17OpenGL2: Fix corrupt models.SmileTheory
2015-03-17OpenGL2: Bit of multidraw optimization.SmileTheory
2015-03-17Fix a bug in previous commit.SmileTheory
2015-03-17OpenGL2: Fix missing surfaces with r_mergeMultidraws 2.SmileTheory
2015-03-17OpenGL2: Interleave vertex data for static MD3s.SmileTheory
2015-03-17OpenGL2: Fix invalid texture parameter.SmileTheory
2015-03-17OpenGL2: Reduce redundant GL calls.SmileTheory
2015-03-17OpenGL2: Vertex array object support.SmileTheory
2015-03-17OpenGL2: VBO cleanup.SmileTheory
2015-03-17OpenGL2: Better BSP surface merging.SmileTheory
2015-03-17OpenGL2: Don't segfault if r_ext_multitexture is disabledZack Middleton
2015-03-17Add function for clearing global shader instead of duplicating the codeZack Middleton
2015-03-17Add facility to describe cvarsTim Angus
2015-03-17Don't add duplicate resolutions to r_availableModesZack 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.
2015-03-17Fix Windows key bind name on non-Mac using SDL2Zack Middleton
SDL 1.2 sends SDKL_*META (command) and SDLK_*SUPER (windows key). SDL2 sends SDLK_*GUI for both.
2015-03-17Fix binding 'context menu' key using SDL2Zack 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.
2015-03-17Fix building with curl on Linux PPC and SparcMAN-AT-ARMS
2015-03-17Change default value for s_alDopplerSpeedMAN-AT-ARMS
2015-03-17Fix possible division by zero in S_PaintChannelFrom16_altivecMAN-AT-ARMS
2015-03-17Actually, that's not suppressing, that's changing behaviourTim Angus
2015-03-17Fix more warningsTim Angus
2015-03-17Fix renderergl2 warningsTim Angus
2015-03-17Fix renderergl1 warningsTim Angus
2015-03-17Suppress warning of (deliberate) null pointer deferenceTim Angus
2015-03-17Fix client warningsTim Angus
2015-03-17Fix a few warningsTim Angus
2015-03-17Fix 6155: OpenGL2: some shader stages remains visible through fog volumesZack Middleton
Fix CalcFog in generic_vp.glsl to fog fogged surfaces. Now it's the same as CalcFog in fogpass_vp.glsl. Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on.
2015-03-17Use ColorIndexForNumber in Con_DrawSolidConsoleZack Middleton
2015-03-17Port COM_ParseExt fixes to CommaParseZack Middleton
2015-03-17SDL 2 scroll/caps/num lock keys send KEYUP event when key is releasedZack Middleton
2015-03-17Add ColorIndexForNumber macro replacing '& 0x07'Pan7
Makes it easier to add more colors.
2015-03-17Don't scale cinematic time by timescale twiceZack Middleton
Reported by Ensiform.