Track areas properly, so we don't bug out when a client has multiple cameras in different areas.
Fix up r_ignoreentpvs 0 to check areas properly. checkpvs builtin can no longer mess up area checks elsewhere. Write out foo.db files for release builds, in the hopes of at least getting function names from release-build crashes. Implement _skyroom worldspawn field, still needs a few tweaks though. Try to fix android surface-related crashes, AGAIN. Separate parsing of connect requests, in preparation for formal logins (and removal of the old ranking code). A few tweaks to try to improve compatibility with q3 mods. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5484 fc73d0e0-1445-4013-8a0c-d673dee63da5
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64 changed files with 1336 additions and 959 deletions
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@ -283,6 +283,7 @@ typedef struct
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float m_projection_view[16]; //projection matrix for the viewmodel. because people are weird.
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float m_view[16];
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qbyte *scenevis; /*this is the vis that's currently being draw*/
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int *sceneareas; /*this is the area info for the camera (should normally be count+one area, but could be two areas near an opaque water plane)*/
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mplane_t frustum[MAXFRUSTUMPLANES];
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int frustum_numworldplanes; //all but far, which isn't culled because this wouldn't cover the entire screen.
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@ -324,7 +325,7 @@ extern struct texture_s *r_notexture_mip;
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extern entity_t r_worldentity;
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void BE_GenModelBatches(struct batch_s **batches, const struct dlight_s *dl, unsigned int bemode, qbyte *worldpvs); //if dl, filters based upon the dlight.
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void BE_GenModelBatches(struct batch_s **batches, const struct dlight_s *dl, unsigned int bemode, const qbyte *worldpvs, const int *worldareas); //if dl, filters based upon the dlight.
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//gl_alias.c
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void R_GAliasFlushSkinCache(qboolean final);
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