mvd playback fixes/cleanups
r_fb_models more closely matches ezquake.
readded str[i] support.
fixed char constants (outside of strings).
string table compression no longer affects distinction between "" and string_null.
multiplayer savedgame fixes.
don't bugilly change hexen2's playerclass on loadgame, and preserve the STR_foo globals which are not marked for saving.
fix small bug on player renames. added a temp debug print to try to catch the issue onemanclan is having.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3961 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
no longer using the vfw header or lib, so avi playback/recording should work when compiled with gcc.
added d_mipcap cvar.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3944 fc73d0e0-1445-4013-8a0c-d673dee63da5
added preliminary support for some rtlight cubemaps.
no longer using tmpfile in win32 - its too unreliable.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3942 fc73d0e0-1445-4013-8a0c-d673dee63da5
tweeked d3d renderer. certain shader constructs might be broken now so don't try q3 with it, but framerates are up when playing quake.
tweeked gl rendering too, timedemo results seem a little higher also.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3933 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
some minor changes. Mostly bug fixes and internal reorganisation.
Added code to provide an activex control as part of the npfte.dll plugin. If the dll is registered the regsvr32 way, the plugin can be used with IE as well.
fisheye/panoramic view enable is now controlled by rulesets instead of serverinfo.
server will list all pak files it has loaded. client will probably do the wrong thing and still needs fixing properly.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3909 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
Recording qwd files works again.
Not all extensions are fully implemented, when recording both mvds and qwds, particularly the initial connection info (including model list length).
Ezquake's invalid chunk requests generate no protocol response. Ezquake should no longer kick itself after every download.
Couple of other bugs fixed.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3893 fc73d0e0-1445-4013-8a0c-d673dee63da5
A few bugs fixed.
Slightly better compatibility with DP.
Added breakpoint_csqc command to set breakpoints in csqc to better debug csprogs.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3793 fc73d0e0-1445-4013-8a0c-d673dee63da5
Meshes now have the right lighting if they were cached before rendering.
npFTE startup/shutdown/restartup is more robust and is less likely to crash browsers.
Re-added the r_shadows cvar. It now provides blob shadows.
Hopefully fixes mingw voip crash, may need mingw upgrade, sorry in advance moodles.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3784 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added win7 recently opened links, so rightclicking pinned icons gives recent servers. Perhaps not the best implementation (lol) but yay, only a little bit of horrible COM crap.
Hacked about with the scripted particle system. Classic is now the default set, but the scripted system is still active and can be used by mods or whatever if they wish.
Interpolation changes: should feel better on non-fte QW servers now. Not sure about other server types.
Added svc_setanglesdelta.
Fixed vwep+skins.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3682 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added mic level indicator.
Able to record voice into mvds.
Fixed mvd recording.
Fixed mvd player sizes.
Fixed interpolation.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3665 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
splitscreen controls now on the menu.
Fixed splitscreen panorama.
Pause automatically when at the console/menus.
Attempting to clean up replacement texture paths (internal textures are still an issue).
Fixed a crash when playing oversized demos.
gl_bloom/ffov should now work again without bugging out.
H2 Demoness's staff should no longer generate errors when shooting with the tome of power. Some other related changes.
Server should compile now.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3585 fc73d0e0-1445-4013-8a0c-d673dee63da5
Removed the impulse2/+forward2 etc commands.
Added +p2, -p2, p2 commands as a prefixed command instead. don't use + or - on them (so '+p2 forward' to move player 2 forward), this permits a simple generic way to send commands to a single player from an input device.
rawinput mice will submit commands/movements based upon idx%maxsplits, they will correctly submit mouse clicks, which will be mapped through the +p2/+p3 commands as appropriate, so each mouse is purely for a single player.
Fixed player model visibility in splitscreen mode.
Ignoring allow_splitscreen for the local player, cl_splitscreen is technically now the only enabler (though you will need to configure rawinput or binds).
Added support for { texturename prefixes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3582 fc73d0e0-1445-4013-8a0c-d673dee63da5
Reverted clipping change, its not stable enough.
Optimised player prediction/tracing.
Framerates are a little more competitive now.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3549 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
Sounds can now be recorded while capturing to tga sequences (as raw sound). Fixed frame limits a little.
Passed the unicode key values around to a few more key input functions.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3332 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added support for 32bit player skins (with pants/shirt overlays).
Updated spectating name tags to not lag, and be centered. Also visible by default.
Smoothed out viewweapons slightly in certain cases (when they're not animating at 10fps).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3290 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
Added com_parseutf8.
Z_EXT_VWEAP is supposedly supported serverside, but not clientside. It is not advertised, and not used, yet.
Fixed csqc mouse issues in linux, supposedly.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3226 fc73d0e0-1445-4013-8a0c-d673dee63da5
Fixed up cl_indepphysics. Sending is fully independent, bar sync points.
Fixed so #if 0 works in qc code.
Fixed up error conditions in qclib when features are not supported.
The webpage generator will now refcount properly.
Fixed error conditions when using glsl shaders.
If MULTITHREAD is defined, r_loadlit will not light inside a separate thread.
We now generate VBOs for bsp objects. Shaders/rtlights don't use them yet.
Fixed up MVD/multiview playback a bit. It now looks like it works! (cl_hightrack will no longer track the same person in all views).
Fixed error conditions when attempting to download versioned csprogs.
Reduced the number of places that a q3-style marked up string is expanded. I think there are a couple places left still though. Approximated ezquake colour codes.
Memory mapped read file access in win32, where we can. Not sure about this. Lets see how things pan out.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3195 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added vid_wndalpha to make the window transparent (only supported in GL-win32).
Multiple issues with SW rendering, which I'll fix eventually. It does at least run, even if it looks ugly.
Plugins are now able to read the console input. Bigfoot, feel free to tweek.
Fixed up a few mismatched prototypes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3153 fc73d0e0-1445-4013-8a0c-d673dee63da5