fteqw/engine/d3d
Spoike fa9252cefa splitscreen cleaned up more.
demo menu can now leave quake dir.
scissor+line rendering abstracted from csqc.
added a rain particle effect to the 'high' particle set.
added support for parsing ezquake's koi stuff. Still only generates utf-8.
implemented some string-buffer builtins from dp that have been stubs for quite some time.
http code now supports/uses gzipped downloads properly.
added support for non-blocking tcp connects.
#pragma optimize makes more sense with the gui version now.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4397 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-06-23 02:17:02 +00:00
..
d3d11_backend.c splitscreen cleaned up more. 2013-06-23 02:17:02 +00:00
d3d11_image.c changed to not load gamecode from quake paths, to avoid issues with buggy quakeworld clients that will freely download stuff from anywhere (not sure what to do about ktx, but it can be reenabled with a cvar). 2013-05-11 14:02:55 +00:00
d3d11_shader.c d3d11 fixes. mipmapping implemented, vertex streaming more performant. Still behind the d3d9 renderer. 2012-12-04 19:37:57 +00:00
d3d_backend.c splitscreen cleaned up more. 2013-06-23 02:17:02 +00:00
d3d_image.c changed to not load gamecode from quake paths, to avoid issues with buggy quakeworld clients that will freely download stuff from anywhere (not sure what to do about ktx, but it can be reenabled with a cvar). 2013-05-11 14:02:55 +00:00
d3d_shader.c ------------------------------------------------------------------------ 2013-03-12 22:35:33 +00:00
vid_d3d.c splitscreen cleaned up more. 2013-06-23 02:17:02 +00:00
vid_d3d11.c splitscreen cleaned up more. 2013-06-23 02:17:02 +00:00