attempt to implement 'simple csqc' api.
handle qw+nq gunshot+blood+lightning differently - they do actually have different particle spawn patterns (qw is a single point, so spreads wider).
fix q3ui logo mesh thing. work around q3ui player meshes on d3d.
split video and renderer latching, so vid_reload delatches more stuff.
fix autosprite+autosprite2 in 6 different renderers...
added fog volumes to d3d9 renderer.
using matrix hacks instead of glDepthRange, this should give more consistent behaviour, especially now that we have r_viewmodel_fov.
small cleanup for gl shadowmaps to make the interface more consistent with other renderers.
added patchDef2 parsing to fte's .map loader, doesn't actually use it though.
some fixes for q3's shaders, including to try to get overbright working better.
updated customskin api to give more control.
first attempt at a packager system for fteqccgui. probably useless, but whatever.
menusys changes to try to support QSS's csqc.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5200 fc73d0e0-1445-4013-8a0c-d673dee63da5
android gets a couple more gamepad buttons.
gamepads now have separate keybindings. I've created some default binds for mods that are unaware of gamepad buttons.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5142 fc73d0e0-1445-4013-8a0c-d673dee63da5
some tweaks to try to make webgl more robust.
added r_max_gpu_bones cvar. defaults to 0 in webgl for now (64 otherwise).
fixed gles2+skeletal issue that was breaking webgl (note r_max_gpu_bones needs to be set to 32 or something for it to actually use glsl bones with webgl).
sound rates now internally use decimals instead of percents. because meh.
allow PEXT2_MAXPLAYERS and angle deltas in nq.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5052 fc73d0e0-1445-4013-8a0c-d673dee63da5
move some of the weird hexen2 features into a HEXEN2 define, which will be disabled by the QUAKETC define.
preliminary attempt at capsule collision support. only capsule/q3bsp support, no capsule/box, box/capsule, or capsule/capsule support, yet.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4753 fc73d0e0-1445-4013-8a0c-d673dee63da5
fixed portals. again. now pushing the player out (reverting origin) if they get de-spawned.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4711 fc73d0e0-1445-4013-8a0c-d673dee63da5
added current bandwidth info to the status command. added cl_status command for similar things for client stuff.
minping delays now using floats instead of milliseconds.
fix waterjump bug with qc player physics.
fix flymode friction.
fixed illegible server message with ezquake going through portals. rendering is still ugly, but at least it can be used.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4708 fc73d0e0-1445-4013-8a0c-d673dee63da5
gravitydir on monsters should now be workable (qc needs to be careful with ideal_yaw, which is now relative to the gravitydir rather than the xy plane).
fix an issue where shaders were not loaded after gamedir switches.
added 6dof command (and player movetype).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4689 fc73d0e0-1445-4013-8a0c-d673dee63da5
try to fix normalmaps on q3bsps. could do with verification, but at least I'm not the only one with a bug if its still buggy.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4578 fc73d0e0-1445-4013-8a0c-d673dee63da5
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
fixed 8859-1 for non-english hexen2
tweeking my deltaing.
cl_demospeed bugs fixed.
fixed things being seen through skys.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3990 fc73d0e0-1445-4013-8a0c-d673dee63da5
playing around with fragmentation and mtus. added net_mtu to negotiate some mtu size for smaller (or larger) network messages. setting a custom mtu allows for message fragmentation too.
trying to add a reworked deltaing protocol, including all sorts of fun stuff like bbox sizes, and higher ent limits.
added support for content override entities. set the skin field to some (negative) contents value, and you get movable water with prediction and waterwarp and everything, though you likely want a custom qbsp or a shader to get backface culling.
removed some madness with model skins, fixing some weird q3 bugs.
fixed forced-pause-on-start for q2
fixed q3 server to actually accept client packets again.
fixed strftime builtin
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3979 fc73d0e0-1445-4013-8a0c-d673dee63da5
lots of hexen2 fixes
fixed clipped decals again, still not using any...
fixed zips over 2g
rewrote bloom to use glsl. should be slightly more usable now.
lots more hexen2 fixes
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3957 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
Also, a piece of unitialialized memory should now be fixed.
there's a con_centertext cvar added
an extra default particle texture.
further dp protocol compatability stuff.
EF_ADDATIVE works on models and supposedly sprites. will do sw sprites too at some point.
Linux makefile needs work still.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1017 fc73d0e0-1445-4013-8a0c-d673dee63da5