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
This commit is contained in:
Spoike 2015-03-03 00:14:43 +00:00
parent 02ab57490e
commit bed989f529
100 changed files with 3502 additions and 2204 deletions

View file

@ -14,7 +14,6 @@ static cvar_t m_fatpressthreshold = CVARFD("m_fatpressthreshold", "0.2", CVAR_AR
static cvar_t m_touchmajoraxis = CVARFD("m_touchmajoraxis", "1", CVAR_ARCHIVE, "When using a touchscreen, use only the major axis for strafing.");
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).");
extern cvar_t cl_forcesplitclient; //all devices claim to be a single player
extern cvar_t _windowed_mouse;
@ -320,8 +319,8 @@ void IN_MoveMouse(struct mouse_s *mouse, float *movements, int pnum)
wpnum = cl.splitclients;
if (wpnum < 1)
wpnum = 1;
if (cl_forcesplitclient.ival)
wpnum = (cl_forcesplitclient.ival-1) % wpnum;
if (cl_forceseat.ival)
wpnum = (cl_forceseat.ival-1) % wpnum;
else
wpnum = mouse->qdeviceid % wpnum;
if (wpnum != pnum)
@ -561,8 +560,8 @@ void IN_MoveJoystick(struct joy_s *joy, float *movements, int pnum, float framet
wpnum = cl.splitclients;
if (wpnum < 1)
wpnum = 1;
if (cl_forcesplitclient.ival)
wpnum = (cl_forcesplitclient.ival-1) % wpnum;
if (cl_forceseat.ival)
wpnum = (cl_forceseat.ival-1) % wpnum;
else
wpnum = joy->qdeviceid % wpnum;
if (wpnum != pnum)