fteqw/engine/server
Spoike 95266f8215 d3d11 fixes. mipmapping implemented, vertex streaming more performant. Still behind the d3d9 renderer.
Fixed d3d11 vs d3d9 conflicts when switching renderers.
Fixed hlsl-less d3d9 lava.
Added gl_specular_fallback to override the default gloss level.
Added these cvars to give more control over imported/dlight lighting r_shadow_realtime_dlight_ambient r_shadow_realtime_dlight_diffuse r_shadow_realtime_dlight_specular r_editlights_import_radius r_editlights_import_ambient r_editlights_import_diffuse r_editlights_import_specular. Effective value of r_editlights_import_specular is now 1. Was 4.
Fixed spot/cube/smap lights.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4160 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-12-04 19:37:57 +00:00
..
botlib.h Me having lots of fun with voice chat. 2010-11-15 02:40:31 +00:00
net_preparse.c Trimmed some dead files. 2012-09-30 05:52:03 +00:00
pr_cmds.c added support for persistent particle effects in hexen2. 2012-11-29 13:37:48 +00:00
pr_q1qvm.c Android tweeks 2012-07-05 19:42:36 +00:00
progdefs.h added support for external capture plugins - and using avcodec as a plugin.c. 2012-11-27 03:23:19 +00:00
progs.h added support for persistent particle effects in hexen2. 2012-11-29 13:37:48 +00:00
q2game.h added support for persistent particle effects in hexen2. 2012-11-29 13:37:48 +00:00
q3g_public.h Rotating BSP fixes, hexen2 fixes, and a few extra bugs... 2006-03-23 19:22:12 +00:00
qwsvdef.h Fixed some stuff. Cygwin stuff compiles now, so maybe linux will too. I've not tested it though cos cygwin uses software gl rendering, and I'm impatient. Also boosted NUM_SPAWN_PARMS a little, so saved games will break. 2009-11-05 03:07:52 +00:00
savegame.c Trimmed some dead files. 2012-09-30 05:52:03 +00:00
server.h server now claims to be proquake-compatible, so will use 16bit angles for proquake and its nq clones. 2012-10-01 14:29:44 +00:00
sqlite3.h added support for external capture plugins - and using avcodec as a plugin.c. 2012-11-27 03:23:19 +00:00
sv_ccmds.c added support for persistent particle effects in hexen2. 2012-11-29 13:37:48 +00:00
sv_chat.c Trying to kill a few warnings. 2010-07-11 10:53:13 +00:00
sv_demo.c more cleanups: csqc now shares collision code with ssqc. Still lacks physics. 2009-11-07 13:29:15 +00:00
sv_ents.c Trimmed some dead files. 2012-09-30 05:52:03 +00:00
sv_init.c added support for persistent particle effects in hexen2. 2012-11-29 13:37:48 +00:00
sv_main.c added support for persistent particle effects in hexen2. 2012-11-29 13:37:48 +00:00
sv_master.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
sv_move.c try to fix a clientonly-with-csqc build issue. 2012-01-25 04:11:27 +00:00
sv_mvd.c added support for external capture plugins - and using avcodec as a plugin.c. 2012-11-27 03:23:19 +00:00
sv_nchan.c Paranoia regarding recursive errors, may fix the issue bigfoot has. 2011-01-30 11:24:14 +00:00
sv_phys.c added support for external capture plugins - and using avcodec as a plugin.c. 2012-11-27 03:23:19 +00:00
sv_rankin.c Couple of bugs fixed - other-player prediction, net_preparse crashes, q2 gamecode no longer crashes. 2012-04-24 07:59:11 +00:00
sv_send.c d3d11 fixes. mipmapping implemented, vertex streaming more performant. Still behind the d3d9 renderer. 2012-12-04 19:37:57 +00:00
sv_sql.c d3d11 fixes. mipmapping implemented, vertex streaming more performant. Still behind the d3d9 renderer. 2012-12-04 19:37:57 +00:00
sv_sql.h d3d11 fixes. mipmapping implemented, vertex streaming more performant. Still behind the d3d9 renderer. 2012-12-04 19:37:57 +00:00
sv_sys_unix.c added support for persistent particle effects in hexen2. 2012-11-29 13:37:48 +00:00
sv_sys_win.c d3d11 fixes. mipmapping implemented, vertex streaming more performant. Still behind the d3d9 renderer. 2012-12-04 19:37:57 +00:00
sv_user.c added support for persistent particle effects in hexen2. 2012-11-29 13:37:48 +00:00
svhl_game.c added support for external capture plugins - and using avcodec as a plugin.c. 2012-11-27 03:23:19 +00:00
svhl_gcapi.h Android tweeks 2012-07-05 19:42:36 +00:00
svhl_phys.c Android tweeks 2012-07-05 19:42:36 +00:00
svhl_world.c Android tweeks 2012-07-05 19:42:36 +00:00
svmodel.c dedicated server should compile now 2012-09-30 10:54:43 +00:00
svq2_ents.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
svq2_game.c Couple of bugs fixed - other-player prediction, net_preparse crashes, q2 gamecode no longer crashes. 2012-04-24 07:59:11 +00:00
svq3_game.c audio on android is now configurable, hopefully. 2012-10-08 04:36:10 +00:00
world.c added support for external capture plugins - and using avcodec as a plugin.c. 2012-11-27 03:23:19 +00:00