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
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
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git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
tweaked shutdown of sql to not make sql unusable after 'disconnect' on a listen server, fixed a couple of mem leaks.
audio no longer starts up twice in windows.
removed specular permutation. its either globally active or globally inactive.
Use oblique near-plane clipping instead of a clipplane, fixing our rtlighting+water warping.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4156 fc73d0e0-1445-4013-8a0c-d673dee63da5
The ragdoll API is potentially usable now, but still really limited.
Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it.
Fixed nacl.
NPFTE plugin now invokes an exe to run the game rather than running the game within the browser.
externvalue builtin now accepts & prefix to return a pointer instead.
Fixed vector autocvars.
uri_get, bufstr_add, bufstr_free, now functional.
QC debugger can now show asm if line numbers are not available.
Added support for QC watchpoints. Use the watchpoint command.
gl_specular now give specular even without rtlights, thankfully not as blatently, but its there.
android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 fc73d0e0-1445-4013-8a0c-d673dee63da5
Quick hack preliminary d3d11 renderer. I'm not likely to touch this again for quite some time.
Sys_Error works properly on android, with an error message shown. Should be less of a stab in the dark if you get errors. Seg faults are still instantly fatal. Not much I can reliably do about those - most of the juicy ones will likely occur within the gl drivers (even if its my fault) and java will still call in to it.
Stereoscopic (quad-buffered) rendering is in the gl renderer. You'll likely need a quatro to use it despite it being a gl 1.0 feature. No idea about ati. See r_stereo_method for non-quad-buffered alternatives.
Tweaked networking to not overflow so much. Needs testing against other qw clients.
Fixed an issue with surface numbers > 32k on limit-breaking maps.
Fixed a preparse issue resulting in QW clients dying with the ne_ruins map's progs.
Support for the DP-variant of BSP2. The depricated RMQ variant is still supported.
QTV proxy now uses ipv6 hybrid sockets where possible. Preliminary pext support.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4105 fc73d0e0-1445-4013-8a0c-d673dee63da5
memory freeing tweeks
batch data rearranged a little (to try to reduce memory).
RBSP/FBSP fixed. lightstyles now supported.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4059 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface.
hub/savegame fixes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added a higher quality particle config.
Quick hack for crepuscular rays.
added new command, eg: pr_dumpplatform -FFTE -O csplat
used package reporting on servers, auto package downloading on clients, should be fully implemented.
Smoothed out players a little. Added option to menus.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3926 fc73d0e0-1445-4013-8a0c-d673dee63da5
D3D now supports hlsl shaders. Much functionality is still missing, but sky and water surfaces are in.
IQM models now supported.
Engine physics code is now potentially callable from csqc, but there are some issues which need to be resolved before its enabled.
FTEQCC has had some pointer/struct/array functionality improved. Complex trees can now be navigated properly.
added r_dumpshaders command to dump internal glsl scripts for editing.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3896 fc73d0e0-1445-4013-8a0c-d673dee63da5
Fixed svc_setangles and sv_bigcoords.
Model code is now responsible for transforming traces instead of it being generic. This fixes rotating things getting stuck in players in hexen2.
The renderer now generates a list of surfaces to draw. Backend now performs rotations/scaling per entity. This fixes sorting order, at least when not using realtime lights.
Hidden items in the hexen2 inventory that you do not have.
Added colourmapping for hexen2.
Should be easier to click on menu items for hexen2.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3602 fc73d0e0-1445-4013-8a0c-d673dee63da5
Multiple consoles can now be printed/cleared via extra con commands.
Fixed the tab-completion alignment, by adding support for \t characters.
Changing the download mechanisms. Don't try downloading an ftp:// file. It'll probably crash you for now.
Trying to fix load time issues on q3bsps with a lot of curves.
Fixed sprites.
Added warning prints/spam where the new backend is bypassed, thus marking things that still need to be fixed.
QTV proxy fixed to not sit on qw servers unless someone is actually watching. Will ping for status requests still.
QTV proxy now supports ipv6.
QTV proxy now attempts to use the fte browser plugin.
Reworked the browser plugin code, now uses threads instead of ugly hacks. This should make cooperation with other such plugins work. Fixes unresponsiveness of opera, and gives an API that can be used from any other bit of software you want, tbh (read: internet explorer/activex plugins).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3516 fc73d0e0-1445-4013-8a0c-d673dee63da5
In this version: replacement GL backend. Replacement D3D backend sharing code with GL. Lots of code reorganisation.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3401 fc73d0e0-1445-4013-8a0c-d673dee63da5
Rewrote much of the console code. Should be no obvious differences.
Nearly all conchar parsing goes via a single function. Still some left in the dedicated server code.
Added the ability to parse utf-8 text, disabled by default.
Added the ability to input unicode chars using whatever keymap the user has set up in windows (not enabled by default).
Reworked vbo stuff to be a little more versatile.
Added toggle console command.
Added freetype2 support (not compiled by default).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3234 fc73d0e0-1445-4013-8a0c-d673dee63da5
fte particle scripts are disabled (classic works).
I'll fix these in the new year.
Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here.
Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time.
Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete.
Added more info to glsl custom shaders.
Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
Q3 clients can connect to q1 gamecode (sv_listen_q3).
hacked support for SendFlags. It'll work compatibly, just not efficiently.
Unified shared qc builtins.
fteqcc supports int |= float, more params in macros, &~= operator.
Additional recent DP QC extensions.
Particle system abstraction. 'r_particlesystem classic' (vs null or script) will revert to truly classic particles.
Nexuiz might run again.
Network address revamp (sv_port and sv_port_ipv6 can both be used to specify an ipv4 address:port and both corrently accept clients). localhost now properly favours ipv4 (use ::1 for ipv6 localhost).
Download system revamp.
Numerous other changes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3051 fc73d0e0-1445-4013-8a0c-d673dee63da5
Lots of cool stuff.
r_shadows is still broken due to depth sorting of model (and thier depth value being written too late).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1196 fc73d0e0-1445-4013-8a0c-d673dee63da5
capture_codec tga/png/jpg
Changed intensity of hud images so that high-gamma settings work... (maybe too much)
Small progs changes that fixes hexenc
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@323 fc73d0e0-1445-4013-8a0c-d673dee63da5