my attempt at android multitouch (csqc can also distinguish separate mice in windows too).

playing around with fragmentation and mtus. added net_mtu to negotiate some mtu size for smaller (or larger) network messages. setting a custom mtu allows for message fragmentation too.
trying to add a reworked deltaing protocol, including all sorts of fun stuff like bbox sizes, and higher ent limits.
added support for content override entities. set the skin field to some (negative) contents value, and you get movable water with prediction and waterwarp and everything, though you likely want a custom qbsp or a shader to get backface culling.
removed some madness with model skins, fixing some weird q3 bugs.
fixed forced-pause-on-start for q2
fixed q3 server to actually accept client packets again.
fixed strftime builtin

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3979 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2012-02-12 05:18:31 +00:00
parent fb35b91e01
commit 9ee7301d32
74 changed files with 3175 additions and 1276 deletions

View file

@ -63,6 +63,7 @@ vec3_t r_origin;
//
refdef_t r_refdef;
unsigned int r_viewcontents;
mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
@ -375,7 +376,7 @@ void R_SetupGL (void)
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
if (r_waterwarp.value<0 && r_viewleaf && r_viewleaf->contents <= Q1CONTENTS_WATER)
if (r_waterwarp.value<0 && r_viewleaf && (r_viewcontents & FTECONTENTS_FLUID))
{
fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
@ -762,7 +763,7 @@ void R_Clear (void)
#if 0
void GLR_SetupFog (void)
{
if (r_viewleaf)// && r_viewleaf->contents != CONTENTS_EMPTY)
if (r_viewleaf)// && r_viewcontents != FTECONTENTS_EMPTY)
{
// static fogcolour;
float fogcol[4]={0};
@ -771,7 +772,7 @@ void GLR_SetupFog (void)
fogperc=0;
fogdist=512;
switch(r_viewleaf->contents)
switch(r_viewcontents)
{
case FTECONTENTS_WATER:
fogcol[0] = 64/255.0;
@ -1150,7 +1151,7 @@ void GLR_RenderView (void)
// SCENE POST PROCESSING
// we check if we need to use any shaders - currently it's just waterwarp
if ((r_waterwarp.value>0 && r_viewleaf && r_viewleaf->contents <= Q1CONTENTS_WATER))
if ((r_waterwarp.value>0 && r_viewleaf && (r_viewcontents & FTECONTENTS_WATER)))
{
if (scenepp_waterwarp)
{