fteqw/engine/server
Spoike 9ee7301d32 my attempt at android multitouch (csqc can also distinguish separate mice in windows too).
playing around with fragmentation and mtus. added net_mtu to negotiate some mtu size for smaller (or larger) network messages. setting a custom mtu allows for message fragmentation too.
trying to add a reworked deltaing protocol, including all sorts of fun stuff like bbox sizes, and higher ent limits.
added support for content override entities. set the skin field to some (negative) contents value, and you get movable water with prediction and waterwarp and everything, though you likely want a custom qbsp or a shader to get backface culling.
removed some madness with model skins, fixing some weird q3 bugs.
fixed forced-pause-on-start for q2
fixed q3 server to actually accept client packets again.
fixed strftime builtin

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3979 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-02-12 05:18:31 +00:00
..
botlib.h Me having lots of fun with voice chat. 2010-11-15 02:40:31 +00:00
net_preparse.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
pr_cmds.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
pr_q1qvm.c A couple of changes. 2011-12-05 15:23:40 +00:00
progdefs.h my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
progs.h committing for fixes for OMC 2011-10-27 16:16:29 +00:00
q2game.h revamped fog to use glsl. shouldn't harm framerate quite so much. 2011-12-23 03:12:29 +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 my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
server.h my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
sv_ccmds.c revamped fog to use glsl. shouldn't harm framerate quite so much. 2011-12-23 03:12:29 +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 my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
sv_init.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
sv_main.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +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 my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +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 my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
sv_rankin.c Couple of changes. 2011-09-03 03:49:43 +00:00
sv_send.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
sv_sql.c make threaded physics/input/whatever use generic mutex calls, fix up multithread calls and add sleep func 2011-07-03 16:24:53 +00:00
sv_sql.h msvc2010 fix 2010-12-18 21:30:16 +00:00
sv_sys_unix.c d3d compiles again (yes, your poking does work Moodles). 2012-01-21 07:53:49 +00:00
sv_sys_win.c remove defunct splash screen code, add cl_idlefps to reduce cpu usage in "idle" situations 2011-07-06 01:01:13 +00:00
sv_user.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
svhl_game.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
svhl_gcapi.h Work In Progress branch. 2009-11-04 21:16:50 +00:00
svhl_phys.c committing for fixes for OMC 2011-10-27 16:16:29 +00:00
svhl_world.c Big fat-off commit. 2009-04-01 22:03:56 +00:00
svmodel.c revamped fog to use glsl. shouldn't harm framerate quite so much. 2011-12-23 03:12:29 +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 my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
svq3_game.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
world.c tcpconnect fixes 2012-01-17 07:57:46 +00:00