589b09ae1d
reworked a few q2 particle effects. q2 should feel a bit better now. by no means complete. ssqcless csqc should have time progressing. q3ui+console should be a bit less stupid. stripped old huffman code. copied over from ioquake3. should help avoid bugs in that shit. system mouse cursor should now always be hidden when running windowed. soft-cursor only. added bindlist.lst feature. particle system can now support weighted/randomized sounds. model command now more verbose, and supports renderflags. renamed debugger cvar to pr_debugger, in the hopes that it'll be easier to find. also added to menu a little more visibly in a politically-motivated move. fix q2+viewsize 30 'high' particles now have scrag+hknight impact effects. perhaps I overdid the scrag one. fixed q2 player icons on the scoreboard. added q3bsp_surf_meshcollision_* cvars. dedicated servers now use the same bsp etc loading code as clients. the dedicated-server-only stuff is no longer needed, which is a good thing because it seemed a little buggy last time I tried. split vertex+fragment shader compilation, for systems that secretly thread that. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4651 fc73d0e0-1445-4013-8a0c-d673dee63da5
9 lines
579 B
C
9 lines
579 B
C
extern char *particle_set_spikeset;
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extern char *particle_set_faithful;
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extern char *particle_set_highfps;
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extern char *particle_set_high;
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extern char *particle_set_minimal;
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extern char *particle_set_h2part;
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extern char *particle_set_q2part;
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extern char *particle_set_tsshaft;
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#define R_PARTSET_BUILTINS {"spikeset", &particle_set_spikeset},{"faithful", &particle_set_faithful},{"highfps", &particle_set_highfps},{"high", &particle_set_high},{"minimal", &particle_set_minimal},{"h2part", &particle_set_h2part},{"q2part", &particle_set_q2part},{"tsshaft", &particle_set_tsshaft},
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