Fix some misc issues that noone else is likely to notice.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5911 fc73d0e0-1445-4013-8a0c-d673dee63da5
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7 changed files with 37 additions and 27 deletions
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@ -202,7 +202,7 @@ function build_fteqcc {
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echo "--- Engine builds ---"
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#the -fno-finite-math-only is to avoid a glibc dependancy
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if [ "$BUILD_LINUXx86" != "n" ]; then
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NATIVE_PLUGINS="$PLUGINS_LINUXx86" build "Linux 32-bit" linux_x86 FTE_TARGET=linux_x86 CPUOPTIMIZATIONS=-fno-finite-math-only $TARGETS_LINUX
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NATIVE_PLUGINS="$PLUGINS_LINUXx86" build "Linux 32-bit" linux_x86 FTE_TARGET=linux32 CPUOPTIMIZATIONS=-fno-finite-math-only $TARGETS_LINUX
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fi
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if [ "$BUILD_LINUXx64" != "n" ]; then
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NATIVE_PLUGINS="$PLUGINS_LINUXx64" build "Linux 64-bit" linux_amd64 FTE_TARGET=linux64 CPUOPTIMIZATIONS=-fno-finite-math-only $TARGETS_LINUX
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@ -231,9 +231,6 @@ cvar_t r_menutint = CVARF ("r_menutint", "0.68 0.4 0.13",
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cvar_t r_netgraph = CVARD ("r_netgraph", "0", "Displays a graph of packet latency. A value of 2 will give additional info about what sort of data is being received from the server.");
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extern cvar_t r_lerpmuzzlehack;
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extern cvar_t mod_h2holey_bugged, mod_halftexel, mod_nomipmap;
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#ifdef SPRMODELS
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cvar_t r_sprite_backfacing = CVARD ("r_sprite_backfacing", "0", "Make oriented sprites face backwards relative to their orientation, for compat with q1.");
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#endif
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cvar_t r_nolerp = CVARF ("r_nolerp", "0", CVAR_ARCHIVE);
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cvar_t r_noframegrouplerp = CVARF ("r_noframegrouplerp", "0", CVAR_ARCHIVE);
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cvar_t r_nolightdir = CVARF ("r_nolightdir", "0", CVAR_ARCHIVE);
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@ -590,9 +587,6 @@ void GLRenderer_Init(void)
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Cvar_Register (&mod_h2holey_bugged, GLRENDEREROPTIONS);
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Cvar_Register (&mod_halftexel, GLRENDEREROPTIONS);
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Cvar_Register (&mod_nomipmap, GLRENDEREROPTIONS);
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#endif
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#ifdef SPRMODELS
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Cvar_Register (&r_sprite_backfacing, GLRENDEREROPTIONS);
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#endif
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Cvar_Register (&r_lerpmuzzlehack, GLRENDEREROPTIONS);
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Cvar_Register (&r_noframegrouplerp, GLRENDEREROPTIONS);
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@ -91,6 +91,8 @@ typedef struct {
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#define SPRDP_LABEL_SCALE 6
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#define SPRDP_OVERHEAD 7
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#define SPR_ORIENTED_BACKFACE 8 //SPR_ORIENTED except facing along its normal...
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#define SPRHL_OPAQUE 0
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#define SPRHL_ADDITIVE 1
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#define SPRHL_INDEXALPHA 2
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@ -2,7 +2,7 @@
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#include "fs.h"
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#include "errno.h"
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#if !defined(NACL) && !defined(FTE_TARGET_WEB) && !defined(_WIN32)
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#if !defined(NACL) && !defined(FTE_TARGET_WEB) && (!defined(_WIN32) || defined(FTE_SDL))
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#ifdef WEBSVONLY
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#define Z_Free free
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@ -40,7 +40,6 @@ typedef struct
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extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models, ruleset_allow_fbmodels;
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extern cvar_t r_noaliasshadows;
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extern cvar_t r_lodscale, r_lodbias;
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extern cvar_t r_sprite_backfacing;
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extern cvar_t gl_ati_truform;
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extern cvar_t r_vertexdlights;
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@ -2663,8 +2662,14 @@ static void R_Sprite_GenerateTrisoup(entity_t *e, int bemode)
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Matrix3_Multiply(e->axis, r_refdef.playerview->vw_axis, spraxis);
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else
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memcpy(spraxis, e->axis, sizeof(spraxis));
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if (!r_sprite_backfacing.ival)
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VectorNegate(spraxis[1], spraxis[1]);
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break;
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case SPR_ORIENTED_BACKFACE:
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// bullet marks on walls, invisible to anyone in the direction that its facing...
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if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
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Matrix3_Multiply(e->axis, r_refdef.playerview->vw_axis, spraxis);
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else
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memcpy(spraxis, e->axis, sizeof(spraxis));
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VectorNegate(spraxis[1], spraxis[1]);
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break;
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case SPR_FACING_UPRIGHT:
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@ -39,6 +39,9 @@ cvar_t mod_warnmodels = CVARD("mod_warnmodels", "1", "Warn if any models fa
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cvar_t mod_litsprites_force = CVARD("mod_litsprites_force", "0", "If set to 1, sprites will be lit according to world lighting (including rtlights), like Tenebrae. Ideally use EF_ADDITIVE or EF_FULLBRIGHT to make emissive sprites instead.");
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cvar_t mod_loadmappackages = CVARD ("mod_loadmappackages", "1", "Load additional content embedded within bsp files.");
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cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised.");
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#ifdef SPRMODELS
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cvar_t r_sprite_backfacing = CVARD ("r_sprite_backfacing", "0", "Make oriented sprites face backwards relative to their orientation, for compat with q1.");
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#endif
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#ifdef SERVERONLY
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cvar_t gl_overbright, gl_specular, gl_load24bit, r_replacemodels, gl_miptexLevel, r_fb_bmodels; //all of these can/should default to 0
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cvar_t r_noframegrouplerp = CVARF ("r_noframegrouplerp", "0", CVAR_ARCHIVE);
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@ -634,6 +637,9 @@ void Mod_Init (qboolean initial)
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Cmd_AddCommandD("mod_showent", Mod_ShowEnt_f, "Allows you to quickly search through a map's entities.");
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Cmd_AddCommand("version_modelformats", Mod_PrintFormats_f);
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#ifdef SPRMODELS
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Cvar_Register (&r_sprite_backfacing, NULL);
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#endif
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#ifndef SERVERONLY
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Cmd_AddCommandD("mod_findcubemaps", Mod_FindCubemaps_f, "Scans the entities of a map to find reflection env_cubemap sites and determines the nearest one to each surface.");
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Cmd_AddCommandD("mod_realign", Mod_Realign_f, "Reads the named bsp and writes it back out with only alignment changes.");
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@ -5883,10 +5889,13 @@ qboolean QDECL Mod_LoadSpriteModel (model_t *mod, void *buffer, size_t fsize)
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mod->meshinfo = psprite;
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switch(sptype)
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{
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case SPR_ORIENTED:
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if (r_sprite_backfacing.ival)
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sptype = SPR_ORIENTED_BACKFACE;
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break;
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case SPR_VP_PARALLEL_UPRIGHT:
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case SPR_FACING_UPRIGHT:
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case SPR_VP_PARALLEL:
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case SPR_ORIENTED:
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case SPR_VP_PARALLEL_ORIENTED:
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// case SPRDP_LABEL:
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// case SPRDP_LABEL_SCALE:
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30
fte.m4
30
fte.m4
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@ -35,7 +35,7 @@ define(`LINENGINE2',`{
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}')dnl
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define(`LINENGINE',`LINENGINE2($1,$2,CAT($2_lin64.zip))')dnl
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define(`HIDE',)dnl
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define(`GAME',`ifelse(FTE_GAME,$1,$2
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define(`GAME',`ifelse(FTE_GAME,`$1',`$2'
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,)')dnl
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define(`TEST',`ifelse(FTE_TEST,`1',` test "1"
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',` test "0"
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@ -101,7 +101,7 @@ define(`LINPLUG',`{
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URL(linux_amd64/fteplug_$1_amd64.so)
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}')dnl
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GAME(quake,
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{
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`{
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package "fteplug_ezhud"
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WINPLUG(ezhud)
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LINPLUG(ezhud)
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@ -109,9 +109,9 @@ GAME(quake,
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replace "ezhud"
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desc "Some lame alternative configurable hud."
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TEST()dnl
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})dnl
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}')dnl
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GAME(quake,
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{
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`{
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package "fteplug_qi"
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WINPLUG(qi)
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LINPLUG(qi)
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@ -121,10 +121,10 @@ GAME(quake,
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author "Spike"
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website "https://www.quaddicted.com/reviews/"
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desc "Provides a way to quickly list+install+load numerous different maps and mods. Some better than others."
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desc "If you're a single-player fan then these will keep you going for quite some time."
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desc "If youre a single-player fan then these will keep you going for quite some time."
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desc "The database used is from quaddicted.com."
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TEST()dnl
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})dnl
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}')dnl
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{
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package "fteplug_irc"
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WINPLUG(irc)
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@ -205,7 +205,7 @@ TEST()dnl
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}
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')dnl
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GAME(quake2,
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{
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`{
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package "q2game_baseq2"
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{
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arch "win_x86"
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@ -229,9 +229,9 @@ GAME(quake2,
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website "https://github.com/yquake2/yquake2"
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desc "Quake2 Gamecode (from yamagiq2). Required for single player or servers."
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TEST()dnl
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})dnl
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}')dnl
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GAME(quake,
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{
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`{
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package "fte_csaddon"
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category "Plugins"
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title "Ingame Map Editor"
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@ -239,14 +239,14 @@ GAME(quake,
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gamedir "fte"
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FILE(csaddon.dat)
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URL(csaddon/csaddon.dat)
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desc "This is Spike's map editing user interface. It is only active while running singleplayer (or sv_cheats is enabled)."
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desc "This is Spikes map editing user interface. It is only active while running singleplayer (or sv_cheats is enabled)."
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desc "To activate, set the ca_show cvar to 1 (suggestion: ^abind c toggle ca_show^a)."
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license "GPLv2, source on fte's svn"
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license "GPLv2, source on the fte svn"
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author "Spike"
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TEST()dnl
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})dnl
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}')dnl
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GAME(quake,
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{
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`{
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package "fte_menusys"
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category "AfterQuake"
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title "Replacement Menus"
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@ -255,8 +255,8 @@ GAME(quake,
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FILE(menu.dat)
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URL(csaddon/menu.dat)
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desc "This provides a more modern mouse-first menu system."
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license "GPLv2, source on fte's svn"
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license "GPLv2, source on the fte svn"
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author "Spike"
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TEST()dnl
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})dnl
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}')dnl
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