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
This commit is contained in:
parent
2b01dbea52
commit
062cdf6b21
53 changed files with 2231 additions and 972 deletions
|
@ -24,7 +24,6 @@ mat3 rotateAroundAxis(vec4 axis) //xyz axis, with angle in w
|
|||
void main ()
|
||||
{
|
||||
pos = v_position.xyz - e_eyepos;
|
||||
pos.y = -pos.y;
|
||||
|
||||
if (r_glsl_skybox_orientation.xyz != vec3(0.0))
|
||||
pos = pos*rotateAroundAxis(r_glsl_skybox_orientation);
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
!!samps =SPECULAR specular
|
||||
!!samps lightmap
|
||||
!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
|
||||
!!samps =DELUXE deluxmap
|
||||
!!samps =DELUXE deluxemap
|
||||
!!samps =LIGHTSTYLED =DELUXE deluxemap1 deluxemap2 deluxemap3
|
||||
!!samps =FAKESHADOWS shadowmap
|
||||
|
||||
|
|
|
@ -21,7 +21,6 @@ struct v2f
|
|||
v2f outp;
|
||||
outp.pos = mul(m_model, inp.pos);
|
||||
outp.texc= outp.pos.xyz - v_eyepos;
|
||||
outp.texc.y = -outp.texc.y;
|
||||
outp.pos = mul(m_view, outp.pos);
|
||||
outp.pos = mul(m_projection, outp.pos);
|
||||
return outp;
|
||||
|
|
|
@ -29,7 +29,6 @@
|
|||
float4 main (v2f inp) : COLOR0
|
||||
{
|
||||
float3 tc = inp.texc - e_eyepos.xyz;
|
||||
tc.y = -tc.y;
|
||||
return texCUBE(s_reflectcube, tc);
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -11,7 +11,6 @@ layout(location=0) varying vec3 pos;
|
|||
void main ()
|
||||
{
|
||||
pos = v_position.xyz - e_eyepos;
|
||||
pos.y = -pos.y;
|
||||
gl_Position = ftetransform();
|
||||
}
|
||||
#endif
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue