q2w bsp format support.
automatic lightmap texture scaling to retain more performance on large maps. r_clutter preliminary implementation should probably fix up the shader still. CSQC_Parse_Damage implemented. finally implement q2 inventory. fix mixer overflow crash. glsl can now use s_diffuse etc to force inclusion of a diffuse sampler/texture, meaning shaders don't need to include them. fix issue with writeip git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4841 fc73d0e0-1445-4013-8a0c-d673dee63da5
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100 changed files with 3502 additions and 2204 deletions
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@ -14,7 +14,6 @@ static cvar_t m_fatpressthreshold = CVARFD("m_fatpressthreshold", "0.2", CVAR_AR
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static cvar_t m_touchmajoraxis = CVARFD("m_touchmajoraxis", "1", CVAR_ARCHIVE, "When using a touchscreen, use only the major axis for strafing.");
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static cvar_t m_slidethreshold = CVARFD("m_slidethreshold", "10", CVAR_ARCHIVE, "How far your finger needs to move to be considered a slide event (touchscreens).");
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extern cvar_t cl_forcesplitclient; //all devices claim to be a single player
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extern cvar_t _windowed_mouse;
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@ -320,8 +319,8 @@ void IN_MoveMouse(struct mouse_s *mouse, float *movements, int pnum)
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wpnum = cl.splitclients;
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if (wpnum < 1)
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wpnum = 1;
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if (cl_forcesplitclient.ival)
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wpnum = (cl_forcesplitclient.ival-1) % wpnum;
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if (cl_forceseat.ival)
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wpnum = (cl_forceseat.ival-1) % wpnum;
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else
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wpnum = mouse->qdeviceid % wpnum;
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if (wpnum != pnum)
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@ -561,8 +560,8 @@ void IN_MoveJoystick(struct joy_s *joy, float *movements, int pnum, float framet
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wpnum = cl.splitclients;
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if (wpnum < 1)
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wpnum = 1;
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if (cl_forcesplitclient.ival)
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wpnum = (cl_forcesplitclient.ival-1) % wpnum;
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if (cl_forceseat.ival)
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wpnum = (cl_forceseat.ival-1) % wpnum;
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else
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wpnum = joy->qdeviceid % wpnum;
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if (wpnum != pnum)
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