The button names shown in the controls menu now depend on this CVar.
So if you set it to 1 (Nintendo), the "A" button (which, based on its
position, would be "B" on XBox/XInput gamepads) is actually shown as
"Pad A", and if it's set to 2 (Playstation), it's shown as "Pad Cross".
The "real" names, used in the config, remain the same and are based on
position: JOY_BTN_SOUTH, JOY_BTN_EAST, JOY_BTN_WEST, JOY_BTN_NORTH
Hoping that Team Future eventually fulfills their promise of releasing
the source of the highly praised Phobos mod, I'm adding it to the list.
Currently this is not very useful, but when (if) the phobos source
becomes available I at least won't have to do a new dhewm3 release to
support it (but only provide tfphobos.dll/.so/.dylib).
by adding special cases for them that set `fs_game_base d3xp`.
Unfortunately there is no more generic way to do this, as mods have
no way to tell the engine if they need fs_game_base.
First attempt at porting the EAX reverb code to EFX.
This only works when the ALC_EXT_EFX extension is supported by
the OpenAL vendor (which is not the case for the OSX supplied
framework, use OpenAL soft instead).
The current stable version of OpenAL Soft (v1.13 as of this
writing) can barely handle this additional workload, current
master is highly recommended when using this feature.
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
variable set but not used
Removes some CollisionModel code under _DEBUG which was probably a
leftover, since it was completely useless (its done later anyways).