made max_clients more dynamic on the server to attempt to reduce bss usage. hopefully this will help the webgl port without resulting in extra crashes.
tweaked shadowmaps. now seems faster than stencil shadows. cubemap orientation should now match other engines. tweaked terrain. rtlights work. added pvs tests for embedded terrain. sections are now saved in chunks instead, which should mean windows doesn't have a panic attack at 16 million files in a single directory. hurrah. first pass at realigning menu options to cope with variable-width fonts. still need to do pure-text items. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4514 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -560,12 +560,11 @@ void QCBUILTIN PF_shaderforname (pubprogfuncs_t *prinst, struct globalvars_s *pr
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else
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shad = R_RegisterSkin(str, NULL);
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if (shad)
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G_FLOAT(OFS_RETURN) = shad-r_shaders + 1;
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G_FLOAT(OFS_RETURN) = shad->id+1;
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else
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G_FLOAT(OFS_RETURN) = 0;
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}
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void QCBUILTIN PF_cl_GetBindMap (pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
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{
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G_VECTOR(OFS_RETURN)[0] = 1;
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