Reworked networking a little, separating out common code for separate server/master processes.
Reworked glsl bones, so they work based upon the shader's version instead of the driver's version (more robust). Fix te_teleport shader. Track angles for antilag. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5372 fc73d0e0-1445-4013-8a0c-d673dee63da5
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56 changed files with 2026 additions and 964 deletions
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@ -1711,6 +1711,7 @@ char *particle_set_high =
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"surfaceparm nodlight\n"
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"glslprogram\n"
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"{\n"
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"!!samps screen=0\n"
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"varying vec2 tcoord;\n"
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"varying vec4 scoord;\n"
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"varying float alph;\n"
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@ -1738,7 +1739,7 @@ char *particle_set_high =
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// f = 1.0 - tcoord*tcoord;
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"if (f < 0.0) discard;\n"
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"f *= alph;\n"
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"gl_FragColor = texture2D(s_t0, nst - tcoord*f);\n"
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"gl_FragColor = texture2D(s_screen, nst - tcoord*f);\n"
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"}\n"
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"#endif\n"
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"}\n"
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