A few bugs fixed.
Slightly better compatibility with DP.
Added breakpoint_csqc command to set breakpoints in csqc to better debug csprogs.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3793 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added win7 recently opened links, so rightclicking pinned icons gives recent servers. Perhaps not the best implementation (lol) but yay, only a little bit of horrible COM crap.
Hacked about with the scripted particle system. Classic is now the default set, but the scripted system is still active and can be used by mods or whatever if they wish.
Interpolation changes: should feel better on non-fte QW servers now. Not sure about other server types.
Added svc_setanglesdelta.
Fixed vwep+skins.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3682 fc73d0e0-1445-4013-8a0c-d673dee63da5
Now sorting players by team first, if teamplay.
Sort NQ players into teams based upon their lower colour. teamplay is only set if its a server that sets a proquake team thingie, but the rest is basically ignored.
Interpolate svc_setangles spam on nq servers, still need to do/test qw servers.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3667 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added mic level indicator.
Able to record voice into mvds.
Fixed mvd recording.
Fixed mvd player sizes.
Fixed interpolation.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3665 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
Fixed svc_setangles and sv_bigcoords.
Model code is now responsible for transforming traces instead of it being generic. This fixes rotating things getting stuck in players in hexen2.
The renderer now generates a list of surfaces to draw. Backend now performs rotations/scaling per entity. This fixes sorting order, at least when not using realtime lights.
Hidden items in the hexen2 inventory that you do not have.
Added colourmapping for hexen2.
Should be easier to click on menu items for hexen2.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3602 fc73d0e0-1445-4013-8a0c-d673dee63da5
splitscreen controls now on the menu.
Fixed splitscreen panorama.
Pause automatically when at the console/menus.
Attempting to clean up replacement texture paths (internal textures are still an issue).
Fixed a crash when playing oversized demos.
gl_bloom/ffov should now work again without bugging out.
H2 Demoness's staff should no longer generate errors when shooting with the tome of power. Some other related changes.
Server should compile now.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3585 fc73d0e0-1445-4013-8a0c-d673dee63da5
gl_rsurf.c has been split into gl specific and generic code - the d3d renderer can now draw the world.
ifdef removed the old server-side mvd playback which had been disabled all this time anyway.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3426 fc73d0e0-1445-4013-8a0c-d673dee63da5
In this version: replacement GL backend. Replacement D3D backend sharing code with GL. Lots of code reorganisation.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3401 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added support for 32bit player skins (with pants/shirt overlays).
Updated spectating name tags to not lag, and be centered. Also visible by default.
Smoothed out viewweapons slightly in certain cases (when they're not animating at 10fps).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3290 fc73d0e0-1445-4013-8a0c-d673dee63da5
Enabled freetype in gl builds. It'll try to link dynamically. Headers are included for windows users. unix users will need the freetype2-dev package for their system, sorry. you could probably get away with editing the makefile to include the headers if that's a problem.
Fixed occasional missing skies.
Updated q1qvm api stuff version (to 13).
Cleaned up the ban code. There are no longer two separate mechanisms to ban people.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3279 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added com_parseutf8.
Z_EXT_VWEAP is supposedly supported serverside, but not clientside. It is not advertised, and not used, yet.
Fixed csqc mouse issues in linux, supposedly.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3226 fc73d0e0-1445-4013-8a0c-d673dee63da5
fixed nq client loading-screen persisting bug
fixed nq clients getting flooded by packets.
fixed nq clients not receiving any entities
removed a bit of redundant code in pmove
fteqcc: merged array function calls with real function calls, fixing return values in the process.
vid_preservegamma now defaults to off. windows sucks.
tweeked the prototype FTE_CSQC_SKELETONOBJECTS a bit. still not official nor advertised.
added a little bit more functionality to halflife support
csqc got some pmove tweeks. this is how I want it to work. nothing has been changed that is really incompatible with darkplaces in this commit.
added markers around some ext_csqc_1 features.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3178 fc73d0e0-1445-4013-8a0c-d673dee63da5
Tweeked a statement that was causing crashes with msvc2008.
Dedicated servers should build again.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3139 fc73d0e0-1445-4013-8a0c-d673dee63da5
fte particle scripts are disabled (classic works).
I'll fix these in the new year.
Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here.
Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time.
Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete.
Added more info to glsl custom shaders.
Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
Q3 clients can connect to q1 gamecode (sv_listen_q3).
hacked support for SendFlags. It'll work compatibly, just not efficiently.
Unified shared qc builtins.
fteqcc supports int |= float, more params in macros, &~= operator.
Additional recent DP QC extensions.
Particle system abstraction. 'r_particlesystem classic' (vs null or script) will revert to truly classic particles.
Nexuiz might run again.
Network address revamp (sv_port and sv_port_ipv6 can both be used to specify an ipv4 address:port and both corrently accept clients). localhost now properly favours ipv4 (use ::1 for ipv6 localhost).
Download system revamp.
Numerous other changes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3051 fc73d0e0-1445-4013-8a0c-d673dee63da5