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fteqw/engine/shaders/hlsl11
Spoike 062cdf6b21 Q3TA: Added snd_ignorecueloops cvar to ignore auto-looping sounds.
Q3TA: Fixed script parsing, so the menus are not so broken.
Q3TA: added the UI_CIN_* and CG_CIN_* builtins for 2d cinematic playbacks.
Q3TA: backspace should work for gamecode text entry now.
Q3TA: map_restart now directly restarts without needing loading screens.
Fixed multiple envmap generation bugs.
Fixed envmaps getting flushed with r_keepimages 0.
Console image previews can now display cubemaps (although their orientation is probably a little off).
Made a 'remapshader' csqc builtin. Depending on the r_remapshader console command was stupid.
Fixed packet command to create a udp socket, if needed.
sv_public can now be set to a non-numeric name for custom names (instead of needing to poke sv_port too).
Support extended data on the end of miptex entries in bsps. Requires a qbsp (like vanilla) that doesn't rewrite the miptex entries.
Updated imgtool to generate/read our new extended miptex data.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5644 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-03-07 09:00:40 +00:00
..
default2d.hlsl Add explicit skyroom fog. 2019-10-18 08:37:38 +00:00
defaultfill.hlsl Add explicit skyroom fog. 2019-10-18 08:37:38 +00:00
defaultskin.hlsl Implement an area grid, primarily to avoid mods(read: xonotic) generating 2000 ents all sitting on the root area node. 2017-08-29 02:29:06 +00:00
defaultsky.hlsl d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable. 2016-07-26 11:47:59 +00:00
defaultskybox.hlsl Q3TA: Added snd_ignorecueloops cvar to ignore auto-looping sounds. 2020-03-07 09:00:40 +00:00
defaultsprite.hlsl d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable. 2016-07-26 11:47:59 +00:00
defaultwall.hlsl d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable. 2016-07-26 11:47:59 +00:00
defaultwarp.hlsl fix r_wateralpha in the d3d9+d3d11 renderers too. 2018-01-06 17:38:31 +00:00
depthonly.hlsl
drawflat_wall.hlsl d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable. 2016-07-26 11:47:59 +00:00
fixedemu.hlsl d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable. 2016-07-26 11:47:59 +00:00
menutint.hlsl Add explicit skyroom fog. 2019-10-18 08:37:38 +00:00
rtlight.hlsl d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable. 2016-07-26 11:47:59 +00:00
terrain.hlsl
terraindebug.hlsl