A few changes. Half-Life support is finally getting committed.
Some unnecessary filesystem code changes.
And there's code for nsapi - meaning we can embed FTE in a browser (firefox and opera on windows work).
A couple of CSQC changes, trying to move towards a final EXT_CSQC_1.
Revised ruleset format finally implemented.
Doesn't compile with msvc6 due to issues with libjpeg not being a clean library.
Presumably its fine in vs2005.
Your mileage may vary.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3148 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
Also added trace_endcontents and trace_surfaceflags.
File system (still too selectivly) reads gz files.
Fixed a buffer overflow in the http client.
Made server downloads decompress zipped files to a temporary file. This should make it download them faster.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1943 fc73d0e0-1445-4013-8a0c-d673dee63da5
changed stereo -> numchannels in the sound code
added/tweeked the download menu
fixed a coupld of fs functions
switched the key config menu to mouse-driven
right click now closes menus
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1901 fc73d0e0-1445-4013-8a0c-d673dee63da5
Enabled the prototype warnings. Looks like we need them.
Fixed a few warnings other than the prototype ones which I just enabled.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1898 fc73d0e0-1445-4013-8a0c-d673dee63da5
I'm not sure if this will break anything. It shouldn't do, but it might.
Not everything is ported over yet. Ideally there would be no more use of fopen anywhere else in the engine, and com_gamedir would be made static to fs.c
There are a couple of other changes too.
http/ftp stuff is currently disabled.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1728 fc73d0e0-1445-4013-8a0c-d673dee63da5