This means that you can just disable vsync and set host_maxfps to 0 for uncapped framerates without any new physics issues.
Note that this commit does not fix bf flashes.
This is a subset of csqc, with alternative entry points that can be invoked by compat wrappers.
Also added sv_gameplayfix_setmodelrealbox cvar. Default value of 1 matches QuakeSpasm, whereas a value of 0 matches vanilla quake's behaviour.
md3 support
quoth/etc bug fix
strzone bug fix
png/jpg replacement wall textures
rewrote mdl rendering to always use arrays, relaxing vertex+tri limits.
removed static ents limit
fixed ambient_level not working at high framerates.
Was sent a sample map where the texture scale was such that the
CalcSurfaceExtents mins/maxs were calculated incorrectly because of the
use of 999999 not being large enough magnitude, leading to a crash later
(maxs-mins was negative).
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1671 af15c1b1-3010-417e-b628-4374ebc0bcbd
See: https://sourceforge.net/p/quakespasm/bugs/38/
Also move its initializer to Sky_Init() and use q_strlcpy() instead
of strcpy() for copying to it in Sky_LoadSkyBox().
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1669 af15c1b1-3010-417e-b628-4374ebc0bcbd
Changes include a fix for a nasty locale issue on macOS.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1668 af15c1b1-3010-417e-b628-4374ebc0bcbd
We do not know the order of ape, or lyrics3, or musicmatch tags,
so we loop until we consume all, scanning for each tag type once.
I don't yet care about freaky broken mp3 files with double tags.
<rant> MP3 standard has no metadata format, so everyone invented
their own thing, even with extensions, until ID3v2 became dominant:
Hence the impossible mess there.</rant>
Also remove inline directive from a few detection procedures there.
(updates from my code in SDL_mixer.)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1664 af15c1b1-3010-417e-b628-4374ebc0bcbd