myT
8e563d6c4a
fixed Info_Print crashing when a token is too long
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too long being >= 512 but < BIG_INFO_KEY/BIG_INFO_VALUE
Info_NextPair will still crash when key/value string lengths exceed BIG_INFO_KEY/BIG_INFO_VALUE
2022-05-26 17:22:20 +02:00
myT
bf0c8ec492
using an updated icon courtesy of deft
2022-05-04 18:28:57 +02:00
myT
83284b15c5
resetting the search line index when clearing the console
2022-04-30 18:53:36 +02:00
myT
533e0872c1
added console mark mode
2022-04-30 04:03:47 +02:00
myT
3f189e58be
added console search
2022-04-29 21:18:50 +02:00
myT
866b93ef5e
turned r_showtris and r_shownormals into bitmasks
2022-04-29 21:12:01 +02:00
myT
a12cf70700
fixed the r_mapGreyscaleCTF shader list
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removed duplicates
fixed the q3wcp14 asymmetry
2022-04-29 21:04:45 +02:00
myT
4670a811c1
added r_ignoreShaderSortKey as a work-around for broken maps
2022-04-24 22:44:25 +02:00
myT
b8fd6e7c64
added the net_printoverhead and net_clearoverhead dev functions
2022-04-24 22:40:01 +02:00
myT
8c32b986f6
added r_mapGreyscale and r_mapGreyscaleCTF
2022-04-23 23:38:06 +02:00
myT
178d91b000
removed the nextmap CVar
2022-04-22 23:30:24 +02:00
myT
f99c223495
fixed crashes when a DL affects a transparent surface with r_lightmap 1
2022-04-14 00:37:00 +02:00
myT
a47c8c8dd1
added net_proxy
2022-04-12 04:31:03 +02:00
myT
1544a61cfc
added waitms
2022-04-12 04:18:32 +02:00
myT
9e445bc284
fixed vertex lighting applying to non-lightmapped surfaces
2022-04-12 04:12:38 +02:00
myT
51863892f0
no longer denying looping sounds
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this is mostly undoing e50a60fe17
and warning when delayed loads happen in quick succession
with this change:
- we no longer block legit looping sounds like the RG hum
- we only warn when there are too many loads instead of spamming for legit stuff
2022-04-11 00:40:27 +02:00
myT
dbfb3c5028
fixed delayed shader loads leading to incorrect rendering and crashes (dynamic lights)
2022-04-10 22:14:19 +02:00
myT
981f059b7b
do not replace older surfaces with newer ones but refuse to add new ones instead
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surfaces added first are part of the map itself
it's better to drop e.g. some plasma cells rather than e.g. entire walls
it's also less error-prone to work with since we don't need to fix numbers on read
but only check on write in exactly 2 spots
also removed tr.shiftedEntityNum because it was unnecessary...
2022-04-10 21:45:59 +02:00
myT
1317ce54cb
added Sys_DebugPrintf
2022-04-10 21:24:36 +02:00
myT
fa1cee73e0
fixed CL_NextDemo not being called after a drop error or fopen failing
2022-04-09 03:50:16 +02:00
myT
9b114e7886
fixed music playback crash in CPMA credits with s_musicvolume > 0
2022-04-08 21:41:26 +02:00
myT
7923a0a94e
fixed a Linux/FreeBSD start-up crash
2022-04-08 21:29:19 +02:00
myT
c534ed8048
fixed the alpha channel blend factors in the D3D11 backend
2020-11-06 02:48:55 +01:00
myT
c12f7e8541
removed a redundant if statement
2020-11-05 03:55:37 +01:00
myT
b1df6ac8f7
added new stats to r_speeds 1 (shader changes, draw calls)
2020-11-05 03:50:58 +01:00
myT
f4e8e81ab5
fixed draw surface sorting
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got broken with commit 633c5bd13c
2020-11-05 03:47:55 +01:00
myT
3e0f5b2760
fixed RB_CalcTurbulentTexCoords by using the correct vertex offset
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it got broken with db4fb31658
2020-10-27 00:30:13 +01:00
myT
55ed0e80af
r_lightmap 1 now handles most alpha-tested surfaces
2020-10-20 01:55:53 +02:00
myT
7262b90655
no longer whining about mixed image settings with external lightmap atlases
2020-10-15 05:25:51 +02:00
myT
e50a60fe17
sound loads during gameplay print warnings and get denied for looping sounds
2020-10-15 05:07:55 +02:00
myT
bb9e814837
throwing a fatal error when com_soundMegs is too low for a map load
2020-10-15 05:04:01 +02:00
myT
a4397252c3
com_soundMegs now defaults to 16
2020-10-15 04:48:41 +02:00
myT
ad2d3386a6
D3D11 now does depth clipping and the near clip plane distance is now 1
2020-10-11 18:24:35 +02:00
myT
45f66b1a88
added sys_compiler and sys_cplusplus to embed build information
2020-10-11 02:27:27 +02:00
myT
e0b04b55c3
cl_aviFrameRate now defaults to 60
2020-10-09 04:57:02 +02:00
myT
0af1422190
Windows audio output device sampling rate is now 44.1 kHz
2020-10-09 04:51:21 +02:00
myT
8adf87e7c7
fixed .avi files starting with silence when not first in the sequence
2020-10-09 04:28:37 +02:00
myT
dea818a260
fixed a D3D11 resource hazard warning about depth/stencil buffer bindings
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swapped the calls back so that the depth buffer is never bound as both a RT and SRV at the same time
2020-10-09 04:01:26 +02:00
myT
6f7d4892df
added detailed live objects reporting for full shutdowns in D3D11 debug
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the name tweaks are there because the run-time erroneously reports this warning:
"Existing private data of same name with different size found!"
2020-10-09 01:22:04 +02:00
myT
5466b65735
caching the pixel shader resource views in D3D11
2020-10-08 04:50:32 +02:00
myT
249bcb2d07
caching the current active texture slot in GL3
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it reduces the total number of API calls by a good amount
2020-10-08 04:45:33 +02:00
myT
2aaf17b061
fixed the GL3 debug uniform location check
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it would incorrectly trigger with r_alphaToCoverage 1 and r_msaa 0
2020-10-08 04:19:20 +02:00
myT
633c5bd13c
tweaked the draw surface sort key for better performance
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it minimizes depth fade <-> generic pipeline transitions
2020-10-08 04:08:38 +02:00
myT
78cf275a62
fixed depth fade with MSAA in the GL3 backend
2020-10-08 03:55:40 +02:00
myT
427172edcf
fixed D3D11 device resets being sometimes treated as fatal errors
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after getting DXGI_ERROR_DEVICE_REMOVED or D3DDDIERR_DEVICEREMOVED,
GetDeviceRemovedReason can return DXGI_ERROR_DEVICE_RESET
this particular case should trigger a video restart instead of a fatal error
2020-07-07 09:07:53 +02:00
myT
49028a3f36
simplified the new D3D11 partial clear code to not needlessly change primitive topology
2020-07-07 04:44:31 +02:00
myT
a5c820644a
CVar slots that have been freed can now be allocated again
2020-07-07 04:25:21 +02:00
myT
7412c4b373
added r_alphaToCoverageMipBoost and did some other changes to A2C
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- r_alphaToCoverageMipBoost scales the alpha value based on the current texture LoD
this prevents the "fading with distance" effect
- mip 0 dimensions are tested to decide whether contrast boosting around 0.5 is enabled
this is to deal with high r_picmip configs
- improved algorithm for excellent sharpness and minimized temporal artefacts
- GLSL 4.00 is required for the GL3 backend to use A2C (for textureQueryLod)
2020-07-07 03:49:52 +02:00
myT
180a0187b7
fixed the R_AddWorldSurface optimization so it won't remove the sky
2020-06-20 03:04:00 +02:00
myT
70ba2e7939
fixed and improved GL3 shader uniforms caching
2020-06-20 02:28:55 +02:00