fix an issue with bloom by making sure a cvar is created for glsl to use (even if not directly used by the engine). this ensures there's no weirdness with defaults.
some fixes/tweaks for the nolegacy builds. r_skybox works mid-map again. tweak the qc debugger to not do infinite loops so easily... rewrote chunks of the d3d11 renderer to support q3 shaders a little more correctly. now runs quake3 acceptably. add explicit culldistance option for terrain/.map maps. pvs will effectively cut off anything beyond this distance. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4982 fc73d0e0-1445-4013-8a0c-d673dee63da5
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34 changed files with 1013 additions and 646 deletions
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@ -597,8 +597,13 @@ static void QDECL R_ParticleSystem_Callback(struct cvar_s *var, char *oldvalue)
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cvar_t r_rockettrail = CVARFC("r_rockettrail", "1", CVAR_SEMICHEAT, R_Rockettrail_Callback);
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cvar_t r_grenadetrail = CVARFC("r_grenadetrail", "1", CVAR_SEMICHEAT, R_Grenadetrail_Callback);
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cvar_t r_particlesystem = CVARFC("r_particlesystem", IFMINIMAL("classic", "script"), CVAR_SEMICHEAT|CVAR_ARCHIVE, R_ParticleSystem_Callback);
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cvar_t r_particledesc = CVARAF("r_particledesc", "classic", "r_particlesdesc", CVAR_SEMICHEAT|CVAR_ARCHIVE);
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#ifdef NOLEGACY
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cvar_t r_particlesystem = CVARFC("r_particlesystem", "script", CVAR_SEMICHEAT|CVAR_ARCHIVE|CVAR_NOSET, R_ParticleSystem_Callback);
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cvar_t r_particledesc = CVARAF("r_particledesc", "", "r_particlesdesc", CVAR_SEMICHEAT|CVAR_ARCHIVE);
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#else
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cvar_t r_particlesystem = CVARFC("r_particlesystem", IFMINIMAL("classic", "script"), CVAR_SEMICHEAT|CVAR_ARCHIVE, R_ParticleSystem_Callback);
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cvar_t r_particledesc = CVARAF("r_particledesc", "classic", "r_particlesdesc", CVAR_SEMICHEAT|CVAR_ARCHIVE);
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#endif
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extern cvar_t r_bouncysparks;
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extern cvar_t r_part_rain;
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extern cvar_t r_bloodstains;
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