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
This commit is contained in:
Spoike 2019-07-02 04:12:20 +00:00
parent 6c7220324e
commit 8197e0875f
64 changed files with 1336 additions and 959 deletions

View file

@ -217,6 +217,7 @@ typedef struct shaderpass_s {
shaderfunc_t rgbgen_func;
enum {
ALPHA_GEN_UNDEFINED,
ALPHA_GEN_ENTITY,
ALPHA_GEN_WAVE,
ALPHA_GEN_PORTAL,
@ -990,9 +991,9 @@ void GLBE_PolyOffsetStencilShadow(qboolean foobar);
void GLBE_PolyOffsetStencilShadow(void);
#endif
//Called from shadowmapping code into backend
void GLBE_BaseEntTextures(qbyte *worldpvs);
void D3D9BE_BaseEntTextures(qbyte *worldpvs);
void D3D11BE_BaseEntTextures(qbyte *worldpvs);
void GLBE_BaseEntTextures(const qbyte *worldpvs, const int *worldareas);
void D3D9BE_BaseEntTextures(const qbyte *worldpvs, const int *worldareas);
void D3D11BE_BaseEntTextures(const qbyte *worldpvs, const int *worldareas);
//prebuilds shadow volumes
void Sh_PreGenerateLights(void);
//Draws lights, called from the backend