tweaked portals again. no longer wrongly impacting against the portal's front/back planes, even with speed.
reworked PEXT_LIGHTSTYLECOL, now uses a vector instead of a channel mask.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4699 fc73d0e0-1445-4013-8a0c-d673dee63da5
added log_enable_rcon (and enabled it by default), for feature parity with mvdsv. invalid requests, valid requests, and redirected prints are all logged.
tweaked server-side download code to not bug out with downloads larger than 2gb.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4697 fc73d0e0-1445-4013-8a0c-d673dee63da5
gravitydir on monsters should now be workable (qc needs to be careful with ideal_yaw, which is now relative to the gravitydir rather than the xy plane).
fix an issue where shaders were not loaded after gamedir switches.
added 6dof command (and player movetype).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4689 fc73d0e0-1445-4013-8a0c-d673dee63da5
client can cope with files over 4gb.
added download resumption. hopefully.
fix some q3 bugs.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4685 fc73d0e0-1445-4013-8a0c-d673dee63da5
disable the use of quakespy stuff, using a dynamic port and no stuffcmds from random ip addresses and no mutex.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4676 fc73d0e0-1445-4013-8a0c-d673dee63da5
drawstrings now tint the string, and should now work as expected with ^3 colours.
tweaked qcc's utf-8 parsing. utf-8 chars are now valid in identifiers. invalid chars (like pesky nbsp) are more verbose, and can actually be found.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4667 fc73d0e0-1445-4013-8a0c-d673dee63da5
add the particle debugging commands to release builds too. probably should only be the particles one and not the trails one, but whatever.
try to do something about black screens on android etc by sys_erroring if we get glsl compile errors on the default2d glsl when there's no fixed function available. this is enough to ensure that the console text+background is always visible, or they know(ish) why its not.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4660 fc73d0e0-1445-4013-8a0c-d673dee63da5
fix 'bind alt_k' result.
don't generate a luma from 8bit if there's a custom diffuse image.
add support for #append.
#includelist now supports macro expansion.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4657 fc73d0e0-1445-4013-8a0c-d673dee63da5
reworked a few q2 particle effects. q2 should feel a bit better now. by no means complete.
ssqcless csqc should have time progressing.
q3ui+console should be a bit less stupid.
stripped old huffman code. copied over from ioquake3. should help avoid bugs in that shit.
system mouse cursor should now always be hidden when running windowed. soft-cursor only.
added bindlist.lst feature.
particle system can now support weighted/randomized sounds. model command now more verbose, and supports renderflags.
renamed debugger cvar to pr_debugger, in the hopes that it'll be easier to find. also added to menu a little more visibly in a politically-motivated move.
fix q2+viewsize 30
'high' particles now have scrag+hknight impact effects. perhaps I overdid the scrag one.
fixed q2 player icons on the scoreboard.
added q3bsp_surf_meshcollision_* cvars.
dedicated servers now use the same bsp etc loading code as clients. the dedicated-server-only stuff is no longer needed, which is a good thing because it seemed a little buggy last time I tried.
split vertex+fragment shader compilation, for systems that secretly thread that.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4651 fc73d0e0-1445-4013-8a0c-d673dee63da5