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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parent
38305b4f06
commit
fb86222fc7
94 changed files with 4766 additions and 2413 deletions
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@ -1486,7 +1486,7 @@ void SVQW_Spawn_f (void)
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// send current status of all other players
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// normally this could overflow, but no need to check due to backbuf
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for (i=0, client = svs.clients ; i<MAX_CLIENTS ; i++, client++)
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for (i=0, client = svs.clients ; i<svs.allocated_client_slots ; i++, client++)
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SV_FullClientUpdate(client, host_client);
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SV_MVD_FullClientUpdate(NULL, host_client);
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@ -3230,7 +3230,7 @@ void SV_Say (qboolean team)
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mvdrecording = sv.mvdrecording;
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sv.mvdrecording = false; //so that the SV_ClientPrintf doesn't send to all players.
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for (j = 0, client = svs.clients; j < MAX_CLIENTS; j++, client++)
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for (j = 0, client = svs.clients; j < svs.allocated_client_slots; j++, client++)
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{
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if (client->state != cs_spawned && client->state != cs_connected)
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continue;
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@ -3321,7 +3321,7 @@ void SV_Pings_f (void)
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#ifdef SERVER_DEMO_PLAYBACK
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if (sv.demofile)
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{
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for (j = 0, client = svs.clients; j < MAX_CLIENTS; j++, client++)
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for (j = 0, client = svs.clients; j < svs.allocated_client_slots; j++, client++)
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{
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if (!*sv.recordedplayer[j].userinfo)
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continue;
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@ -3340,7 +3340,7 @@ void SV_Pings_f (void)
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char *s;
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ClientReliableWrite_Begin(host_client, svc_stufftext, 15+10*MAX_CLIENTS);
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ClientReliableWrite_SZ(host_client, "pingplreport", 12);
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for (j = 0, client = svs.clients; j < MAX_CLIENTS && j < host_client->max_net_clients; j++, client++)
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for (j = 0, client = svs.clients; j < sv.allocated_client_slots && j < host_client->max_net_clients; j++, client++)
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{
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s = va(" %i %i", SV_CalcPing(client, false), client->lossage);
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ClientReliableWrite_SZ(host_client, s, strlen(s));
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@ -3351,7 +3351,7 @@ void SV_Pings_f (void)
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}
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else
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{
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for (j = 0, client = svs.clients; j < MAX_CLIENTS && j < host_client->max_net_clients; j++, client++)
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for (j = 0, client = svs.clients; j < sv.allocated_client_slots && j < host_client->max_net_clients; j++, client++)
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{
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if (client->state != cs_spawned)
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continue;
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@ -3687,7 +3687,7 @@ void SV_SetInfo_f (void)
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basic = SV_UserInfoIsBasic(key);
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for (j = 0; j < MAX_CLIENTS; j++)
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for (j = 0; j < svs.allocated_client_slots; j++)
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{
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client = svs.clients+j;
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if (client->state < cs_connected)
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@ -5329,18 +5329,23 @@ void AddLinksToPmove ( edict_t *player, areanode_t *node )
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switch((int)check->v->skin)
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{
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case Q1CONTENTS_WATER:
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pe->nonsolid = true;
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pe->forcecontentsmask = FTECONTENTS_WATER;
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break;
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case Q1CONTENTS_LAVA:
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pe->nonsolid = true;
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pe->forcecontentsmask = FTECONTENTS_LAVA;
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break;
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case Q1CONTENTS_SLIME:
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pe->nonsolid = true;
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pe->forcecontentsmask = FTECONTENTS_SLIME;
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break;
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case Q1CONTENTS_SKY:
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pe->nonsolid = true;
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pe->forcecontentsmask = FTECONTENTS_SKY;
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break;
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case Q1CONTENTS_LADDER:
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pe->nonsolid = true;
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pe->forcecontentsmask = FTECONTENTS_LADDER;
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break;
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default:
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