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fteqw/engine/sw
Spoike 9e8bb446f4 implemented pm_stepdown.
attempt to implement 'simple csqc' api.
handle qw+nq gunshot+blood+lightning differently - they do actually have different particle spawn patterns (qw is a single point, so spreads wider).
fix q3ui logo mesh thing. work around q3ui player meshes on d3d.
split video and renderer latching, so vid_reload delatches more stuff.
fix autosprite+autosprite2 in 6 different renderers...
added fog volumes to d3d9 renderer.
using matrix hacks instead of glDepthRange, this should give more consistent behaviour, especially now that we have r_viewmodel_fov.
small cleanup for gl shadowmaps to make the interface more consistent with other renderers.
added patchDef2 parsing to fte's .map loader, doesn't actually use it though.
some fixes for q3's shaders, including to try to get overbright working better.
updated customskin api to give more control.
first attempt at a packager system for fteqccgui. probably useless, but whatever.
menusys changes to try to support QSS's csqc.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5200 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-01-22 19:18:04 +00:00
..
sw.h rework hlmdl subblends. apparently they're some sort of grid. 2017-11-30 17:59:11 +00:00
sw_backend.c implemented pm_stepdown. 2018-01-22 19:18:04 +00:00
sw_image.c some Q2 compat tweaks. moved all q2 temp-ents to particle scripts. 2017-08-14 16:38:44 +00:00
sw_rast.c xonotic: fix 'sticky walls' issue when spectating. 2017-12-28 16:24:50 +00:00
sw_spans.h implement ripplemaps. currently requires explicit mod support to use properly. 2012-05-14 01:41:08 +00:00
sw_viddos.c a dos port, as a dig at eukara about his xbox port project. 2017-05-19 03:32:02 +00:00
sw_vidwin.c some Q2 compat tweaks. moved all q2 temp-ents to particle scripts. 2017-08-14 16:38:44 +00:00