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Sync 2016 06 01 #23
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Sync 2016 06 01 #23
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"orders" menu script is not used by Team Arena. The same C format string was given an int or string argument depending on if ordering a single person or everyone. Make it always use int.
q3_ui would shown bot at index of number of bots in list. game would send empty name to addbot command and command would think skill (i.e., 2.000000) was the bot name.
Make MASM x64 qsnapvectorsse the same as the inline version. Remove leftover OP code, see commit 8a500d7.
Only send mouse events if both values are non-zero. Hopefully this helps with the event overflow spam that can sometimes happen on loads or laggy situations.
- fixed brightness shader - fixing leifx shaders - r_modelshader - enables the use of a new diffuse fragment shader for enhanced model shading - shadespecular slightly regressed :( - don't do libxmp for travis? - disabled leifx gamma, seems redundant with actual gamma now - more waterimage cruft removal. don't do this waterreflectrefract until we have fbos please
well that was stupid. reverted
Also have 'make' under cygwin automatically use mingw.
Error is loop argument is NULL. Ensure that s_backgroundTrack is a null terminated string.
Surface flags are stored in bsptrace.surface.value not flags.
Revert last commit so that grapple sky check is compatible with BSPC BotImport_Trace in (removed from repo) code/bspc/be_aas_bspq3.c. Set bsp_trace_t::surface.flags instead of surface.value to trace_t::surfaceFlags. surface.flags is only used for the sky check for grapple AAS reachability. surface.value is not used at all. bsp_trace_t is not part of the game VM API, so this does not affect VM compatibility. BotAI_Trace in game was changed to match server. surface.value/flags are not used in game.
…don't specify for one. Slightly broken and still needs work. - Detail texture scale and layesr also adjust the amplification and density of this effect - Detail mip fade fixed - r_suggestiveThemes 0 properly loads models and shaders and textures from models/player only. speedup a bit - r_suggestiveThemes 2 loads _lewd models, shaders and textures. To keep 'safe' and 'sexy' safe from autodownloaded lewd that respect the prefix. - removing r_anime _cel loading, which conflicts with the above system and i'm going all out shader on that anyway - even more waterimage removal - r_leifx no longer allows trilinear filter. closer to actual real world voodoo behavior
- r_virtualMode now takes the same modes from r_mode, rather than specifically 640x480 and 320x240 - cleaning up a bunch of warnings and general code refactoring - r_lightmapBits - specify color depth of the lightmap - added a few more r_modes - r_iconBits - specify the color depth of icon elements, saves a bit of vram and the loss is questionably perceptable with all those flat colors anyway - r_textureDither - work in progress dither for 16-bit textures - deprecate r_shadeSpecular - safelewd: load from models/player, so we can hit models/playerfs/ directory
255 is valid for unsigned char too.
Hopefully fixes the following warning cg_draw.c:2315 assuming signed overflow does not occur when assuming that (X + c) < X is always false [-Wstrict-overflow]
I had to install these two libraries to be able to compile.
Build dependency instructions are incomplete
rate, snaps, and cl_maxpackets cvars only affect client.
update slightly obsolete filter code
If multiple mingw toolchains are installed, the Makefile set CC to all present gcc executables. Pick only the first one instead of passing the others as arguments. "CC: /usr/bin/i686-w64-mingw32-gcc /usr/bin/i686-pc-mingw32-gcc"
…p the console in OA3 and is generally a useless warning to the player.
Explicitly set cull type for skybox to front, instead of using whatever cull type the previous shader used (which could result in the skybox not being visible due to only drawing back faces). The sky cloud stages set the cull type so they are not affected by previous cull type.
…them! - Entity alpha can animate them too (for animated compatible replacement smokepuffs for example)
Make Yes/No, Multi, Slider, and Bind items allow enter key to change value without mouse over item. Add support for left and right arrow keys and joystick button 1-4 to Yes/No, Multi, and Slider and many item specific 'ownerdraw' key handlers. Listbox still requires mouse hover and Team Arena main menu requires mouse hover to get anywhere... Enabling K_JOY1-4 to select in default key handler also caused additional mouse button (K_AUX1-16) to select, which is done in q3_ui as well. Both handle K_AUX equally badly (not treated as a mouse button and not handled by item specific key handlers), so it's probably fine.
Before it required manually copying SDL 1.2 dll into misc/nsis/ which the engine no longer uses.
- can be defined off to windowless behavior - X still doesn't close it - Still some makefile-related and other cleanup/implementation to do. i sleepcoded this :(
- Try to determine which 3dfx card we are using - Use GL_CLAMP for 3dfx instead, fixes dynamic lights/skyboxes/etc. (GL_CLAMP_TO_EDGE becomes GL_REPEAT on older 3dfx drivers) - Support for 3dfx gamma control and overbrights restored - Indexed w/ alpha color is now forced GL_RGBA on Voodoo Graphics (v1) - attempt at silencing the 3dfx splash
…ed (and available) just for one EnumProcesses function. tl;dr: This fixes Windows 95 support
Update from the main repository
…Arena. It is REQUIRED! Therefore part of the standard build.
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Merge the updated code into sdl2 instead of the master branch. SDL2 no longer exist upstream so I am not afraid to use it.