implemented pm_stepdown.
attempt to implement 'simple csqc' api. handle qw+nq gunshot+blood+lightning differently - they do actually have different particle spawn patterns (qw is a single point, so spreads wider). fix q3ui logo mesh thing. work around q3ui player meshes on d3d. split video and renderer latching, so vid_reload delatches more stuff. fix autosprite+autosprite2 in 6 different renderers... added fog volumes to d3d9 renderer. using matrix hacks instead of glDepthRange, this should give more consistent behaviour, especially now that we have r_viewmodel_fov. small cleanup for gl shadowmaps to make the interface more consistent with other renderers. added patchDef2 parsing to fte's .map loader, doesn't actually use it though. some fixes for q3's shaders, including to try to get overbright working better. updated customskin api to give more control. first attempt at a packager system for fteqccgui. probably useless, but whatever. menusys changes to try to support QSS's csqc. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5200 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -297,8 +297,10 @@ typedef struct
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#define LFLAG_NOSHADOWS (1<<8)
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#define LFLAG_SHADOWMAP (1<<9)
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#define LFLAG_CREPUSCULAR (1<<10)
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#define LFLAG_CREPUSCULAR (1<<10) //weird type of sun light that gives god rays
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//#define LFLAG_ORTHO (1<<11) //sun-style -light
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#define LFLAG_INTERNAL (LFLAG_LIGHTMAP|LFLAG_FLASHBLEND) //these are internal to FTE, and never written to disk (ie: .rtlights files shouldn't contain these)
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#define LFLAG_DYNAMIC (LFLAG_LIGHTMAP | LFLAG_FLASHBLEND | LFLAG_NORMALMODE | LFLAG_REALTIMEMODE)
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typedef struct dlight_s
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@ -1389,6 +1391,8 @@ qboolean CSQC_ConsoleLink(char *text, char *info);
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void CSQC_RegisterCvarsAndThings(void);
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qboolean CSQC_SetupToRenderPortal(int entnum);
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qboolean CSQC_DrawView(void);
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qboolean CSQC_DrawHud(playerview_t *pv);
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qboolean CSQC_DrawScores(playerview_t *pv);
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qboolean CSQC_UseGamecodeLoadingScreen(void);
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void CSQC_Shutdown(void);
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qboolean CSQC_StuffCmd(int lplayernum, char *cmd, char *cmdend);
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