..
gltod3d
Less compile errors please.
2010-07-18 12:52:24 +00:00
gl_alias.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_backend.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_bloom.c
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
2010-08-11 03:36:31 +00:00
gl_draw.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_draw.h
Changes merged from trunk. Also additional extensive changes. Q3 portals work.
2010-07-11 02:22:39 +00:00
gl_font.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_heightmap.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_hlmdl.c
Added per-player userinfos (for splitscreen).
2010-08-14 03:17:33 +00:00
gl_model.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_model.h
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_ngraph.c
Work In Progress branch.
2009-11-04 21:16:50 +00:00
gl_rlight.c
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
2010-08-11 03:36:31 +00:00
gl_rmain.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_rmisc.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_rsurf.c
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
2010-08-11 03:36:31 +00:00
gl_screen.c
Fixed gl_font changes not taking affect until a conres change.
2010-08-17 20:40:27 +00:00
gl_shader.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_shadow.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_vidcocoa.m
Added per-player userinfos (for splitscreen).
2010-08-14 03:17:33 +00:00
gl_vidcommon.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_vidlinuxglx.c
Added per-player userinfos (for splitscreen).
2010-08-14 03:17:33 +00:00
gl_vidmacos.c
Less compile errors please.
2010-07-18 12:53:43 +00:00
gl_vidmorphos.c
Less compile errors please.
2010-07-18 12:53:43 +00:00
gl_vidnt.c
trash serial mouse and mwhook support
2010-08-23 06:46:56 +00:00
gl_vidnull.c
Less compile errors please.
2010-07-18 12:53:43 +00:00
gl_vidsdl.c
Can jump through hexen2 windows now, changing h2 classes no longer kills the server. Provided Sys_EnumerateFiles for win32+unix targets, other targets will now spam warnings, as its kinda needed for fs_cache (which is default).
2010-08-11 23:55:35 +00:00
gl_vidtinyglstubs.c
Added copyright header, extended the comment a bit.
2007-09-09 14:33:13 +00:00
gl_warp.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
gl_warp_sin.h
Initial checkin of OpenGL renderer
2004-08-22 22:29:09 +00:00
glmod_doom.c
Fixed waterwarp with non-npot cards. Split doom wad support from doom map support.
2010-07-25 15:12:12 +00:00
glquake.h
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
glsupp.h
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
2010-08-11 03:36:31 +00:00
ltface.c
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00
model_hl.h
Work In Progress branch.
2009-11-04 21:16:50 +00:00
shader.h
hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
2010-08-28 17:14:38 +00:00