With "r_oldwater 0" and "scr_sbaralpha 0", warp textures wouldn't be rendered and instead you would see a copy of the screen tiled where water surfaces should be.
Thanks to graham for reporting.
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1256 af15c1b1-3010-417e-b628-4374ebc0bcbd
This only affects the case when the developer cvar is set, we already ignore NaN's here.
negke reports getting the nan error with this debug progs.dat: http://negke.fov120.com/files/progsbjp.zip (rename to pak0.pak + install as a mod)
and his sm133_neg!ke.bsp: https://www.quaddicted.com/reviews/sm133_pack.html (walk over the zombie to activate a lightning trap)
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1255 af15c1b1-3010-417e-b628-4374ebc0bcbd
Initially I thought that we would never need to draw an alias model that hadn't been precached when R_NewMap runs, but this assumption turned out to be incorrect. This fixes the issue where progs/bolt.mdl wasn't rendering in the Scourge Done Slick demos.
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1253 af15c1b1-3010-417e-b628-4374ebc0bcbd
This matches the order used in the SDL2 sample applications included with the library.
Seems to fix an issue on Windows 10 with DPI scaling 150%, launching QS 0.90.1 with "-width 1920 -height 1080 -fullscreen", and you get a horrible black flicker every few frames.
see http://celephais.net/board/view_thread.php?id=60452&start=1587
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1249 af15c1b1-3010-417e-b628-4374ebc0bcbd
This removes the Cache_Flush() call that was here, which was there to fix the jam3_tronyn / low heapsize bug, and instead adds a different workaround for that issue.
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1247 af15c1b1-3010-417e-b628-4374ebc0bcbd
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)
The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.
The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".
see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532http://celephais.net/board/view_thread.php?id=60452&start=937
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
"flush" command is used by modders to view modified mdl files. need to call GLMesh_LoadVertexBuffers to keep that use case working with GLSL renderer.
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1233 af15c1b1-3010-417e-b628-4374ebc0bcbd
This would only hapen on OS X or Linux (perhaps just luck or windows is more leniant about reading ~40 bytes past the end of a malloc). Note this will only handle cases where the lump size is recorded as being too small, we will still crash if the bsp file itself is truncated since there are generally no checks against the whole .bsp file buffer size.
FYI, the corruption in jam2_tronyn.bsp was caused by a bug in tyrutils which is fixed now: http://disenchant.net/git/?p=tyrutils&a=commit&h=5111c5485c96918b937843715f9b8f51f263e40e
Not sure about kellbase1.bsp (quoth).
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1228 af15c1b1-3010-417e-b628-4374ebc0bcbd
The logic to prevent pausing the demo loop was preventing pausing in some valid cases, and there's no special reason not to allow pausing a demo loop.
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1218 af15c1b1-3010-417e-b628-4374ebc0bcbd
- .ent, .lit not found in COM_FindFile (they will usually be missing, we print a message with "develoepr 1" when they are found)
- "trying to load" .ent file
- "bad chunk length"
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1214 af15c1b1-3010-417e-b628-4374ebc0bcbd
Have heard these are confusing players and mappers/modders; people assume there is an error or a limit in QS is exceeded, but the messages are only about exceeding the limits in vanilla WinQuake/GLQuake.
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1211 af15c1b1-3010-417e-b628-4374ebc0bcbd
Now an 8-bit stencil buffer is requested when using a 24-bit depth buffer (the default).
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1209 af15c1b1-3010-417e-b628-4374ebc0bcbd
cl.stats[STAT_WEAPON] was being used before the high 8 bits were filled in, which is done with the SU_WEAPON2 byte.
Moved the block which clears the viewmodel lerp state to be after handling SU_WEAPON2.
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1208 af15c1b1-3010-417e-b628-4374ebc0bcbd