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:
Spoike 2020-03-07 09:00:40 +00:00
parent 2b01dbea52
commit 062cdf6b21
53 changed files with 2231 additions and 972 deletions

View file

@ -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);

View file

@ -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

View file

@ -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;

View file

@ -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

View file

@ -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