unified image loading code a little between renderers.
support switching worldmodel in csqc. also associated bugfixes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4758 fc73d0e0-1445-4013-8a0c-d673dee63da5
move some of the weird hexen2 features into a HEXEN2 define, which will be disabled by the QUAKETC define.
preliminary attempt at capsule collision support. only capsule/q3bsp support, no capsule/box, box/capsule, or capsule/capsule support, yet.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4753 fc73d0e0-1445-4013-8a0c-d673dee63da5
rename some things.
don't reload filesystem(twice) when quitting.
add savegame_legacy command for saved games that can be loaded in vanilla engines.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4628 fc73d0e0-1445-4013-8a0c-d673dee63da5
maplist command now generates links.
implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins.
playing demos inside zips/pk3s/paks should now work.
bumped default rate cvar.
added cl_transfer to attempt to connect to a new server without disconnecting first.
rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period.
added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users.
fixed menus to properly support right-aligned text. this finally fixes variable-width fonts.
rewrote console tab completion suggestions display. now clickable links.
strings obtained from qc are now marked as const. this has required quite a few added consts all over the place.
probably crappy attempt at adding joypad support to the sdl port. no idea if it works.
changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself.
Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix.
multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys).
added modelviewer command to view models.
added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir.
clamped classic tracer density. scrag particles no longer look quite so buggy.
added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written.
if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works.
added experimental mapcluster server mode (that console command). New maps will be started up as required.
rewrote skeletal blending code a bit.
added cylinder geomtypes.
fix cfg_save writing to the wrong path bug.
VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be.
win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support.
exposed basic model loading api to plugins.
d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable.
attempted to add gamma ramp support for d3d11.
added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11.
added vid_srgb cvar.
shadowless lights are no longer disabled if shadows are not supported.
attempt to add support for touchscreens in win7/8.
Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable.
updated saved game code. can again load saved games from vanilla-like engines.
changed scale clamping. 0.0001 should no longer appear as 1.
changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
fixed numerous shadowmapping bugs. actually seems to work now. appears to draw more lights than is actually needed, however.
changed how keyboard focus works. can now have menu+console open at once, although you probably need shift+escape to get at it.
fixed a few issues with nexuiz compat. there are *still* other issues.
greatly refactored cd playback code. cd driver code is now a backend only and does not provide its own commands. track remapping accepts named faketracks. worked around missing notifications in vista+, so looping will now work.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4491 fc73d0e0-1445-4013-8a0c-d673dee63da5
fixed shader lighting levels due to overbright methods.
fixed scaling.
misc other fixes and tweaks.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4469 fc73d0e0-1445-4013-8a0c-d673dee63da5
demo menu can now leave quake dir.
scissor+line rendering abstracted from csqc.
added a rain particle effect to the 'high' particle set.
added support for parsing ezquake's koi stuff. Still only generates utf-8.
implemented some string-buffer builtins from dp that have been stubs for quite some time.
http code now supports/uses gzipped downloads properly.
added support for non-blocking tcp connects.
#pragma optimize makes more sense with the gui version now.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4397 fc73d0e0-1445-4013-8a0c-d673dee63da5
Models now use static vbos, because we ought to. Yeah yeah, extra memory usage etc.
Reduced size of streamed ebo by reallocating on each mesh. Hopefully the browser won't scan so much memory now.
Reordered attribute indicies in an attempt to comply with possible absurd gl behaviour that emscripten warns about.
Fixed an issue with if statements in shaders.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4289 fc73d0e0-1445-4013-8a0c-d673dee63da5
Fixed d3d11 vs d3d9 conflicts when switching renderers.
Fixed hlsl-less d3d9 lava.
Added gl_specular_fallback to override the default gloss level.
Added these cvars to give more control over imported/dlight lighting r_shadow_realtime_dlight_ambient r_shadow_realtime_dlight_diffuse r_shadow_realtime_dlight_specular r_editlights_import_radius r_editlights_import_ambient r_editlights_import_diffuse r_editlights_import_specular. Effective value of r_editlights_import_specular is now 1. Was 4.
Fixed spot/cube/smap lights.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4160 fc73d0e0-1445-4013-8a0c-d673dee63da5
tweaked shutdown of sql to not make sql unusable after 'disconnect' on a listen server, fixed a couple of mem leaks.
audio no longer starts up twice in windows.
removed specular permutation. its either globally active or globally inactive.
Use oblique near-plane clipping instead of a clipplane, fixing our rtlighting+water warping.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4156 fc73d0e0-1445-4013-8a0c-d673dee63da5
The ragdoll API is potentially usable now, but still really limited.
Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it.
Fixed nacl.
NPFTE plugin now invokes an exe to run the game rather than running the game within the browser.
externvalue builtin now accepts & prefix to return a pointer instead.
Fixed vector autocvars.
uri_get, bufstr_add, bufstr_free, now functional.
QC debugger can now show asm if line numbers are not available.
Added support for QC watchpoints. Use the watchpoint command.
gl_specular now give specular even without rtlights, thankfully not as blatently, but its there.
android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 fc73d0e0-1445-4013-8a0c-d673dee63da5
Quick hack preliminary d3d11 renderer. I'm not likely to touch this again for quite some time.
Sys_Error works properly on android, with an error message shown. Should be less of a stab in the dark if you get errors. Seg faults are still instantly fatal. Not much I can reliably do about those - most of the juicy ones will likely occur within the gl drivers (even if its my fault) and java will still call in to it.
Stereoscopic (quad-buffered) rendering is in the gl renderer. You'll likely need a quatro to use it despite it being a gl 1.0 feature. No idea about ati. See r_stereo_method for non-quad-buffered alternatives.
Tweaked networking to not overflow so much. Needs testing against other qw clients.
Fixed an issue with surface numbers > 32k on limit-breaking maps.
Fixed a preparse issue resulting in QW clients dying with the ne_ruins map's progs.
Support for the DP-variant of BSP2. The depricated RMQ variant is still supported.
QTV proxy now uses ipv6 hybrid sockets where possible. Preliminary pext support.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4105 fc73d0e0-1445-4013-8a0c-d673dee63da5
memory freeing tweeks
batch data rearranged a little (to try to reduce memory).
RBSP/FBSP fixed. lightstyles now supported.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4059 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface.
hub/savegame fixes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
Throttle getstatus requests (so we don't end up being used for udp escilation (d)dos attacks so usefully/expensively).
Added cl_predict_players_frac. vanilla QW effectively had a hardcoded value of 0.5.
Added simple fps preset menu, which keeps on appearing until they actually pick one. mwahaha.
Quit menu offers to save settings if some CVAR_ARCHIVE cvar was changed.
alias models do vertex blending on the gpu.
GL renderer now uses vao when available.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4031 fc73d0e0-1445-4013-8a0c-d673dee63da5
no longer using the vfw header or lib, so avi playback/recording should work when compiled with gcc.
added d_mipcap cvar.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3944 fc73d0e0-1445-4013-8a0c-d673dee63da5
tweeked d3d renderer. certain shader constructs might be broken now so don't try q3 with it, but framerates are up when playing quake.
tweeked gl rendering too, timedemo results seem a little higher also.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3933 fc73d0e0-1445-4013-8a0c-d673dee63da5
some minor changes. Mostly bug fixes and internal reorganisation.
Added code to provide an activex control as part of the npfte.dll plugin. If the dll is registered the regsvr32 way, the plugin can be used with IE as well.
fisheye/panoramic view enable is now controlled by rulesets instead of serverinfo.
server will list all pak files it has loaded. client will probably do the wrong thing and still needs fixing properly.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3910 fc73d0e0-1445-4013-8a0c-d673dee63da5
D3D now supports hlsl shaders. Much functionality is still missing, but sky and water surfaces are in.
IQM models now supported.
Engine physics code is now potentially callable from csqc, but there are some issues which need to be resolved before its enabled.
FTEQCC has had some pointer/struct/array functionality improved. Complex trees can now be navigated properly.
added r_dumpshaders command to dump internal glsl scripts for editing.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3896 fc73d0e0-1445-4013-8a0c-d673dee63da5
will attempt to load doom3 maps.
_gl_fog 1 and friends can be used to activate fog, still needs tweeks for use, not a final feature at all.
added gl_screenangle which rotates the screen, including hud.
seems to be some nvidia driver issue. may need end-tasking after video shuts down (including from-fullscreen vid_restarts).
double-frees on glsl shaders is now supposedly fixed.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3735 fc73d0e0-1445-4013-8a0c-d673dee63da5
Fixed a couple of warnings.
Added voip options to menus.
GL+D3D merged builds compile, but d3d is probably broken still.
Added vid_gl_context_es2 cvar to attempt to init a gles context. Note that you also need to set the requested gl version correctly.
Changed qtv's webpage view slightly, for slightly updated npfte usage.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3714 fc73d0e0-1445-4013-8a0c-d673dee63da5
r_loadlit 2 will now use a few more cpu cores to get the job done, if it can.
Fixes the menu background shader that I broke.
Shader parser accepts cvars in more places.
d3d+gl now share common conwidth calcs code, fixing d3d issues.
d3d supports more backend features (no more gun in walls).
show_fps calcs the framerate itself, so is more accurate in regard to frame times, regardless of how much I break other stuff.
Now attempts to sleep a little between frames, to reduce cpu load and electricity (important on laptops maybe).
cl_netfps will now default to 100.Enabling independant physics by default. The framerate defaults to a max 500, to avoid too many issues with too small time deltas. You can still set it higher if you wish.
Enable voice chat by default (sorry moodles!).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3668 fc73d0e0-1445-4013-8a0c-d673dee63da5
D3D is a little more complete, lighting on models appears correct.
Added rate scaling to the sound system. Not sure on the configuration yet, and its not queryable in any way. Misc sound related cleanups.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3619 fc73d0e0-1445-4013-8a0c-d673dee63da5
D3D should be functional now. Maybe not pretty, maybe not complete, maybe not correct, but at least playable, at least with classic particles.
Some download fixes.
Some q3vm 64bit fixes.
Removed some dead cvars.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3614 fc73d0e0-1445-4013-8a0c-d673dee63da5