From d85cdd4c50e1d351bc78f49e9eeb5688fca238b1 Mon Sep 17 00:00:00 2001 From: Spoike Date: Tue, 1 Jun 2021 10:56:08 +0000 Subject: [PATCH] my map package tweak was defective. whoops. try again. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5880 fc73d0e0-1445-4013-8a0c-d673dee63da5 --- engine/client/renderer.c | 1 - engine/gl/gl_model.c | 2 ++ 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/engine/client/renderer.c b/engine/client/renderer.c index 56decc6dd..851c36f47 100644 --- a/engine/client/renderer.c +++ b/engine/client/renderer.c @@ -403,7 +403,6 @@ cvar_t gl_blendsprites = CVARD ("gl_blendsprites", "0", "Specifies how spr cvar_t r_deluxemapping_cvar = CVARAFD ("r_deluxemapping", "1", "r_glsl_deluxemapping", CVAR_ARCHIVE|CVAR_RENDERERLATCH, "Enables bumpmapping based upon precomputed light directions.\n0=off\n1=use if available\n2=auto-generate (if possible)"); cvar_t mod_loadsurfenvmaps = CVARD ("r_loadsurfenvmaps", "1", "Load local reflection environment-maps, where available. These are normally defined via env_cubemap entities dotted around the place."); -cvar_t mod_loadmappackages = CVARD ("mod_loadmappackages", "1", "Load additional content embedded within bsp files."); qboolean r_deluxemapping; cvar_t r_shaderblobs = CVARD ("r_shaderblobs", "0", "If enabled, can massively accelerate vid restarts / loading (especially with the d3d renderer). Can cause issues when upgrading engine versions, so this is disabled by default."); cvar_t gl_compress = CVARFD ("gl_compress", "0", CVAR_ARCHIVE, "Enable automatic texture compression even for textures which are not pre-compressed."); diff --git a/engine/gl/gl_model.c b/engine/gl/gl_model.c index 6d06f9a2e..05f5220fd 100644 --- a/engine/gl/gl_model.c +++ b/engine/gl/gl_model.c @@ -37,6 +37,7 @@ cvar_t mod_loadentfiles_dir = CVAR("sv_loadentfiles_dir", ""); cvar_t mod_external_vis = CVARD("mod_external_vis", "1", "Attempt to load .vis patches for quake maps, allowing transparent water to work properly."); cvar_t mod_warnmodels = CVARD("mod_warnmodels", "1", "Warn if any models failed to load. Set to 0 if your mod is likely to lack optional models (like its in development)."); //set to 0 for hexen2 and its otherwise-spammy-as-heck demo. cvar_t mod_litsprites_force = CVARD("mod_litsprites_force", "0", "If set to 1, sprites will be lit according to world lighting (including rtlights), like Tenebrae. Ideally use EF_ADDITIVE or EF_FULLBRIGHT to make emissive sprites instead."); +cvar_t mod_loadmappackages = CVARD ("mod_loadmappackages", "1", "Load additional content embedded within bsp files."); cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised."); #ifdef SERVERONLY cvar_t gl_overbright, gl_specular, gl_load24bit, r_replacemodels, gl_miptexLevel, r_fb_bmodels; //all of these can/should default to 0 @@ -627,6 +628,7 @@ void Mod_Init (qboolean initial) Cvar_Register(&mod_litsprites_force, "Graphical Nicaties"); Cvar_Register(&mod_loadentfiles, NULL); Cvar_Register(&mod_loadentfiles_dir, NULL); + Cvar_Register(&mod_loadmappackages, NULL); Cvar_Register(&temp_lit2support, NULL); Cvar_Register (&r_meshpitch, "Gamecode"); Cvar_Register (&r_meshroll, "Gamecode");