openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however.
_pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
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160 changed files with 13078 additions and 5542 deletions
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@ -40,7 +40,7 @@ qboolean SV_MayCheat(void)
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cvar_t sv_autooffload = CVARD("sv_autooffload", "0", "Automatically start the server in a separate process, so that sporadic or persistent gamecode slowdowns do not affect visual framerates (equivelent to the mapcluster command). Note: Offloaded servers have separate cvar+command states which may complicate usage.");
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#endif
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extern cvar_t cl_warncmd;
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cvar_t sv_cheats = CVARF("sv_cheats", "0", CVAR_LATCH);
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cvar_t sv_cheats = CVARF("sv_cheats", "0", CVAR_MAPLATCH);
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extern redirect_t sv_redirected;
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extern cvar_t sv_public;
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@ -833,11 +833,11 @@ void SV_Map_f (void)
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{
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cvar_t *gametype;
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Cvar_ApplyLatches(CVAR_LATCH);
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Cvar_ApplyLatches(CVAR_MAPLATCH, false);
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host_mapname.flags |= CVAR_SERVERINFO;
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gametype = Cvar_Get("g_gametype", "", CVAR_LATCH|CVAR_SERVERINFO, "Q3 compatability");
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gametype = Cvar_Get("g_gametype", "", CVAR_MAPLATCH|CVAR_SERVERINFO, "Q3 compatability");
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// gametype->callback = gtcallback;
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/* map_restart doesn't need to handle gametype changes - eukara */
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@ -1462,7 +1462,7 @@ static void SV_FilterIP_f (void)
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//if no flags were specified,
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if (!proto.banflags)
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{
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if (!strcmp(Cmd_Argv(0), "ban"))
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if (!strcmp(Cmd_Argv(0), "ban"))
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proto.banflags = BAN_BAN;
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else
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proto.banflags = filterban.ival?BAN_BAN:BAN_PERMIT;
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