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
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53 changed files with 2231 additions and 972 deletions
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@ -111,7 +111,15 @@ extern cvar_t sv_allow_splitscreen;
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#ifdef SUPPORT_ICE
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static void QDECL SV_Public_Callback(struct cvar_s *var, char *oldvalue)
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{
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if (var->ival == 2)
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char name[64], *e;
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COM_ParseOut(var->string, name, sizeof(name));
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strtol(name, &e, 0);
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if (*name&&e==name) //failed to read any number out of it.
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{
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FTENET_AddToCollection(svs.sockets, var->name, va("/%s", name), NA_INVALID, NP_RTC_TLS);
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var->value = var->ival = 2; //so other stuff sees us as holepunched.
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}
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else if (var->ival == 2)
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FTENET_AddToCollection(svs.sockets, var->name, "/", NA_INVALID, NP_RTC_TLS);
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else
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FTENET_AddToCollection(svs.sockets, var->name, "", NA_INVALID, NP_INVALID);
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@ -5281,6 +5289,11 @@ float SV_Frame (void)
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static void SV_InfoChanged(void *context, const char *key)
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{
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size_t i;
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#ifdef Q3SERVER
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SVQ3_ServerinfoChanged(key);
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#endif
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if (context != &svs.info && *key == '_')
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return; //these keys are considered private to originating client/server, and are not broadcast to anyone else
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