A few bugs fixed.
Slightly better compatibility with DP.
Added breakpoint_csqc command to set breakpoints in csqc to better debug csprogs.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3793 fc73d0e0-1445-4013-8a0c-d673dee63da5
Meshes now have the right lighting if they were cached before rendering.
npFTE startup/shutdown/restartup is more robust and is less likely to crash browsers.
Re-added the r_shadows cvar. It now provides blob shadows.
Hopefully fixes mingw voip crash, may need mingw upgrade, sorry in advance moodles.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3784 fc73d0e0-1445-4013-8a0c-d673dee63da5
will attempt to load doom3 maps.
_gl_fog 1 and friends can be used to activate fog, still needs tweeks for use, not a final feature at all.
added gl_screenangle which rotates the screen, including hud.
seems to be some nvidia driver issue. may need end-tasking after video shuts down (including from-fullscreen vid_restarts).
double-frees on glsl shaders is now supposedly fixed.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3735 fc73d0e0-1445-4013-8a0c-d673dee63da5
Fixed a couple of warnings.
Added voip options to menus.
GL+D3D merged builds compile, but d3d is probably broken still.
Added vid_gl_context_es2 cvar to attempt to init a gles context. Note that you also need to set the requested gl version correctly.
Changed qtv's webpage view slightly, for slightly updated npfte usage.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3714 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added win7 recently opened links, so rightclicking pinned icons gives recent servers. Perhaps not the best implementation (lol) but yay, only a little bit of horrible COM crap.
Hacked about with the scripted particle system. Classic is now the default set, but the scripted system is still active and can be used by mods or whatever if they wish.
Interpolation changes: should feel better on non-fte QW servers now. Not sure about other server types.
Added svc_setanglesdelta.
Fixed vwep+skins.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3682 fc73d0e0-1445-4013-8a0c-d673dee63da5
r_loadlit 2 will now use a few more cpu cores to get the job done, if it can.
Fixes the menu background shader that I broke.
Shader parser accepts cvars in more places.
d3d+gl now share common conwidth calcs code, fixing d3d issues.
d3d supports more backend features (no more gun in walls).
show_fps calcs the framerate itself, so is more accurate in regard to frame times, regardless of how much I break other stuff.
Now attempts to sleep a little between frames, to reduce cpu load and electricity (important on laptops maybe).
cl_netfps will now default to 100.Enabling independant physics by default. The framerate defaults to a max 500, to avoid too many issues with too small time deltas. You can still set it higher if you wish.
Enable voice chat by default (sorry moodles!).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3668 fc73d0e0-1445-4013-8a0c-d673dee63da5
D3D is a little more complete, lighting on models appears correct.
Added rate scaling to the sound system. Not sure on the configuration yet, and its not queryable in any way. Misc sound related cleanups.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3619 fc73d0e0-1445-4013-8a0c-d673dee63da5
Fixed svc_setangles and sv_bigcoords.
Model code is now responsible for transforming traces instead of it being generic. This fixes rotating things getting stuck in players in hexen2.
The renderer now generates a list of surfaces to draw. Backend now performs rotations/scaling per entity. This fixes sorting order, at least when not using realtime lights.
Hidden items in the hexen2 inventory that you do not have.
Added colourmapping for hexen2.
Should be easier to click on menu items for hexen2.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3602 fc73d0e0-1445-4013-8a0c-d673dee63da5
Fixed hexen2 new game menu ignoring class the first time around.
Fixed hexen2 pickup glows.
Slight loading speed improvement due to testing less texture paths.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3587 fc73d0e0-1445-4013-8a0c-d673dee63da5
Removed the impulse2/+forward2 etc commands.
Added +p2, -p2, p2 commands as a prefixed command instead. don't use + or - on them (so '+p2 forward' to move player 2 forward), this permits a simple generic way to send commands to a single player from an input device.
rawinput mice will submit commands/movements based upon idx%maxsplits, they will correctly submit mouse clicks, which will be mapped through the +p2/+p3 commands as appropriate, so each mouse is purely for a single player.
Fixed player model visibility in splitscreen mode.
Ignoring allow_splitscreen for the local player, cl_splitscreen is technically now the only enabler (though you will need to configure rawinput or binds).
Added support for { texturename prefixes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3582 fc73d0e0-1445-4013-8a0c-d673dee63da5
Multiple consoles can now be printed/cleared via extra con commands.
Fixed the tab-completion alignment, by adding support for \t characters.
Changing the download mechanisms. Don't try downloading an ftp:// file. It'll probably crash you for now.
Trying to fix load time issues on q3bsps with a lot of curves.
Fixed sprites.
Added warning prints/spam where the new backend is bypassed, thus marking things that still need to be fixed.
QTV proxy fixed to not sit on qw servers unless someone is actually watching. Will ping for status requests still.
QTV proxy now supports ipv6.
QTV proxy now attempts to use the fte browser plugin.
Reworked the browser plugin code, now uses threads instead of ugly hacks. This should make cooperation with other such plugins work. Fixes unresponsiveness of opera, and gives an API that can be used from any other bit of software you want, tbh (read: internet explorer/activex plugins).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3516 fc73d0e0-1445-4013-8a0c-d673dee63da5
gl_rsurf.c has been split into gl specific and generic code - the d3d renderer can now draw the world.
ifdef removed the old server-side mvd playback which had been disabled all this time anyway.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3426 fc73d0e0-1445-4013-8a0c-d673dee63da5
In this version: replacement GL backend. Replacement D3D backend sharing code with GL. Lots of code reorganisation.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3401 fc73d0e0-1445-4013-8a0c-d673dee63da5
Enabled freetype in gl builds. It'll try to link dynamically. Headers are included for windows users. unix users will need the freetype2-dev package for their system, sorry. you could probably get away with editing the makefile to include the headers if that's a problem.
Fixed occasional missing skies.
Updated q1qvm api stuff version (to 13).
Cleaned up the ban code. There are no longer two separate mechanisms to ban people.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3279 fc73d0e0-1445-4013-8a0c-d673dee63da5
Rewrote much of the console code. Should be no obvious differences.
Nearly all conchar parsing goes via a single function. Still some left in the dedicated server code.
Added the ability to parse utf-8 text, disabled by default.
Added the ability to input unicode chars using whatever keymap the user has set up in windows (not enabled by default).
Reworked vbo stuff to be a little more versatile.
Added toggle console command.
Added freetype2 support (not compiled by default).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3234 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added com_parseutf8.
Z_EXT_VWEAP is supposedly supported serverside, but not clientside. It is not advertised, and not used, yet.
Fixed csqc mouse issues in linux, supposedly.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3226 fc73d0e0-1445-4013-8a0c-d673dee63da5
Fixed up cl_indepphysics. Sending is fully independent, bar sync points.
Fixed so #if 0 works in qc code.
Fixed up error conditions in qclib when features are not supported.
The webpage generator will now refcount properly.
Fixed error conditions when using glsl shaders.
If MULTITHREAD is defined, r_loadlit will not light inside a separate thread.
We now generate VBOs for bsp objects. Shaders/rtlights don't use them yet.
Fixed up MVD/multiview playback a bit. It now looks like it works! (cl_hightrack will no longer track the same person in all views).
Fixed error conditions when attempting to download versioned csprogs.
Reduced the number of places that a q3-style marked up string is expanded. I think there are a couple places left still though. Approximated ezquake colour codes.
Memory mapped read file access in win32, where we can. Not sure about this. Lets see how things pan out.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3195 fc73d0e0-1445-4013-8a0c-d673dee63da5
A few changes. Half-Life support is finally getting committed.
Some unnecessary filesystem code changes.
And there's code for nsapi - meaning we can embed FTE in a browser (firefox and opera on windows work).
A couple of CSQC changes, trying to move towards a final EXT_CSQC_1.
Revised ruleset format finally implemented.
Doesn't compile with msvc6 due to issues with libjpeg not being a clean library.
Presumably its fine in vs2005.
Your mileage may vary.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3148 fc73d0e0-1445-4013-8a0c-d673dee63da5
fte particle scripts are disabled (classic works).
I'll fix these in the new year.
Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here.
Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time.
Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete.
Added more info to glsl custom shaders.
Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
Q3 clients can connect to q1 gamecode (sv_listen_q3).
hacked support for SendFlags. It'll work compatibly, just not efficiently.
Unified shared qc builtins.
fteqcc supports int |= float, more params in macros, &~= operator.
Additional recent DP QC extensions.
Particle system abstraction. 'r_particlesystem classic' (vs null or script) will revert to truly classic particles.
Nexuiz might run again.
Network address revamp (sv_port and sv_port_ipv6 can both be used to specify an ipv4 address:port and both corrently accept clients). localhost now properly favours ipv4 (use ::1 for ipv6 localhost).
Download system revamp.
Numerous other changes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3051 fc73d0e0-1445-4013-8a0c-d673dee63da5
Well, plugins should be able to read/write files through the engine. audio decoding plugin interface is in (might be changed later).
TCPConnect is in.
msg_filter and scr_centersbar.
some recording fixes too.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1634 fc73d0e0-1445-4013-8a0c-d673dee63da5
added particle fields inwater and spawnchance
changed particle field timelimit -> spawntime
emit state is now kept (fixes rid# 1015648 FINALLY)
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1203 fc73d0e0-1445-4013-8a0c-d673dee63da5
Lots of cool stuff.
r_shadows is still broken due to depth sorting of model (and thier depth value being written too late).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1196 fc73d0e0-1445-4013-8a0c-d673dee63da5
Some csqc tweeks, bugfixes, additional work (yay - prediction, keyboard input!)
Some teamplay tweeks, supports much more fuhquake-compatable teamplay stuff.
Changed the texture naming scheme a bit.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@979 fc73d0e0-1445-4013-8a0c-d673dee63da5
Q3 needs retesting.
With regard to lightmaps. It currently uses only the first lightmap on the surface, and doesn't yet respond to lightstyles. This can result in some fairly patchy edges, and is a bit darker in those areas. I need to rewrite a few other areas to get the rest to work properly (like how lightmaps are drawn...). Everything else should work fine (this doesn't include working gamecode of course).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@974 fc73d0e0-1445-4013-8a0c-d673dee63da5
Particle system functions renamed a bit, a few other cleanups in that area.
Console handling tweeked. Better rules for subconsoles and plugins. Commands are coloured if it'll be execed, which should help reduce occurences of chat being commands. tab compleation tweeked, partial compleation no longer changes the suggestion.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@895 fc73d0e0-1445-4013-8a0c-d673dee63da5
capture_codec tga/png/jpg
Changed intensity of hud images so that high-gamma settings work... (maybe too much)
Small progs changes that fixes hexenc
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@323 fc73d0e0-1445-4013-8a0c-d673dee63da5