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fteqw/engine/gl
Spoike 9ee7301d32 my attempt at android multitouch (csqc can also distinguish separate mice in windows too).
playing around with fragmentation and mtus. added net_mtu to negotiate some mtu size for smaller (or larger) network messages. setting a custom mtu allows for message fragmentation too.
trying to add a reworked deltaing protocol, including all sorts of fun stuff like bbox sizes, and higher ent limits.
added support for content override entities. set the skin field to some (negative) contents value, and you get movable water with prediction and waterwarp and everything, though you likely want a custom qbsp or a shader to get backface culling.
removed some madness with model skins, fixing some weird q3 bugs.
fixed forced-pause-on-start for q2
fixed q3 server to actually accept client packets again.
fixed strftime builtin

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3979 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-02-12 05:18:31 +00:00
..
gl_alias.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_backend.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_bloom.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
gl_draw.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_draw.h
gl_font.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_heightmap.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
gl_hlmdl.c
gl_model.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_model.h my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_ngraph.c revamped fog to use glsl. shouldn't harm framerate quite so much. 2011-12-23 03:12:29 +00:00
gl_rlight.c added support for ambient/diffuse/specular scale properties on rtlights. 2012-01-01 11:22:24 +00:00
gl_rmain.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_rmisc.c d3d compiles again (yes, your poking does work Moodles). 2012-01-21 07:53:49 +00:00
gl_rsurf.c revamped fog to use glsl. shouldn't harm framerate quite so much. 2011-12-23 03:12:29 +00:00
gl_screen.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
gl_shader.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_shadow.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_vidcocoa.m
gl_vidcommon.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
gl_viddroid.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
gl_videgl.c
gl_videgl.h
gl_vidlinuxglx.c A couple of changes. 2011-12-05 15:23:40 +00:00
gl_vidmacos.c
gl_vidmorphos.c tiny fix 2011-12-24 06:16:01 +00:00
gl_vidnt.c A couple of changes. 2011-12-05 15:23:40 +00:00
gl_vidnull.c
gl_vidsdl.c fixed up player lerping. 2011-12-23 14:36:25 +00:00
gl_vidtinyglstubs.c
gl_warp.c Android fixes. 2012-01-16 06:22:06 +00:00
gl_warp_sin.h
glmod_doom.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
glquake.h my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
glsupp.h preliminary attempt to get rtlights in d3d builds. shadows are only cast by world, and the hlsl code is somewhat lacking. also only works in d3d-only builds. 2012-01-01 02:26:42 +00:00
ltface.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
model_hl.h
r_bishaders.h probably I should add some makefile rule instead. 2012-01-18 02:44:50 +00:00
shader.h my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00