ioquake3 resync to revision 2369 from 2317.
Some revision messages:
Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources.
Play correct team sounds when in spectator mode and following a player.
Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.)
When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.)
really fix the confusion with game entity and refentity numbers
to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES
Added Rend2, an alternate renderer. (Bug #4358)
Fix restoring fs_game when default.cfg is missing.
Fix restoring old fs_game upon leaving a server. Patch by Ensiform.
Change more operator commands to require sv_running to be usable. Patch by Ensiform.
Fix some "> MAX_*" to be ">= MAX_*".
Fix follow command to find clients whose name begins with a number.
Fix up "gc" command, make it more like "tell". Based on patch by Ensiform.
Add usage messages for gc, tell, vtell, and votell commands.
Check player names in gc, tell, vtell, and votell commands.
#5799 - Change messagemode text box to display colors like in console input box.
Improve "play" command, based on a patch from Ensiform.
Check for invalid filename in OpenAL's RegisterSound function.
Changed Base sound system to warn not error when sound filename is empty or too long.
Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_light.c
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#include "tr_local.h"
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#define DLIGHT_AT_RADIUS 16
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// at the edge of a dlight's influence, this amount of light will be added
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#define DLIGHT_MINIMUM_RADIUS 16
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// never calculate a range less than this to prevent huge light numbers
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/*
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===============
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R_TransformDlights
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Transforms the origins of an array of dlights.
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Used by both the front end (for DlightBmodel) and
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the back end (before doing the lighting calculation)
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===============
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*/
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void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or) {
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int i;
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vec3_t temp;
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for ( i = 0 ; i < count ; i++, dl++ ) {
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VectorSubtract( dl->origin, or->origin, temp );
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dl->transformed[0] = DotProduct( temp, or->axis[0] );
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dl->transformed[1] = DotProduct( temp, or->axis[1] );
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dl->transformed[2] = DotProduct( temp, or->axis[2] );
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}
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}
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/*
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=============
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R_DlightBmodel
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Determine which dynamic lights may effect this bmodel
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=============
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*/
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void R_DlightBmodel( bmodel_t *bmodel ) {
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int i, j;
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dlight_t *dl;
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int mask;
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msurface_t *surf;
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// transform all the lights
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R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.or );
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mask = 0;
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for ( i=0 ; i<tr.refdef.num_dlights ; i++ ) {
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dl = &tr.refdef.dlights[i];
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// see if the point is close enough to the bounds to matter
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( dl->transformed[j] - bmodel->bounds[1][j] > dl->radius ) {
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break;
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}
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if ( bmodel->bounds[0][j] - dl->transformed[j] > dl->radius ) {
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break;
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}
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}
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if ( j < 3 ) {
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continue;
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}
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// we need to check this light
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mask |= 1 << i;
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}
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tr.currentEntity->needDlights = (mask != 0);
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// set the dlight bits in all the surfaces
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for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
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surf = tr.world->surfaces + bmodel->firstSurface + i;
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if ( *surf->data == SF_FACE ) {
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((srfSurfaceFace_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
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} else if ( *surf->data == SF_GRID ) {
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((srfGridMesh_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
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} else if ( *surf->data == SF_TRIANGLES ) {
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((srfTriangles_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
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}
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}
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}
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/*
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=============================================================================
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LIGHT SAMPLING
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=============================================================================
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*/
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extern cvar_t *r_ambientScale;
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extern cvar_t *r_directedScale;
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extern cvar_t *r_debugLight;
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/*
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=================
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R_SetupEntityLightingGrid
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=================
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*/
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static void R_SetupEntityLightingGrid( trRefEntity_t *ent, world_t *world ) {
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vec3_t lightOrigin;
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int pos[3];
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int i, j;
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byte *gridData;
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float frac[3];
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int gridStep[3];
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vec3_t direction;
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float totalFactor;
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if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
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// seperate lightOrigins are needed so an object that is
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// sinking into the ground can still be lit, and so
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// multi-part models can be lit identically
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VectorCopy( ent->e.lightingOrigin, lightOrigin );
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} else {
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VectorCopy( ent->e.origin, lightOrigin );
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}
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VectorSubtract( lightOrigin, world->lightGridOrigin, lightOrigin );
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for ( i = 0 ; i < 3 ; i++ ) {
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float v;
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v = lightOrigin[i]*world->lightGridInverseSize[i];
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pos[i] = floor( v );
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frac[i] = v - pos[i];
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if ( pos[i] < 0 ) {
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pos[i] = 0;
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} else if ( pos[i] >= world->lightGridBounds[i] - 1 ) {
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pos[i] = world->lightGridBounds[i] - 1;
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}
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}
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VectorClear( ent->ambientLight );
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VectorClear( ent->directedLight );
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VectorClear( direction );
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assert( world->lightGridData ); // NULL with -nolight maps
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// trilerp the light value
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gridStep[0] = 8;
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gridStep[1] = 8 * world->lightGridBounds[0];
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gridStep[2] = 8 * world->lightGridBounds[0] * world->lightGridBounds[1];
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gridData = world->lightGridData + pos[0] * gridStep[0]
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+ pos[1] * gridStep[1] + pos[2] * gridStep[2];
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totalFactor = 0;
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for ( i = 0 ; i < 8 ; i++ ) {
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float factor;
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byte *data;
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int lat, lng;
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vec3_t normal;
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qboolean ignore;
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#if idppc
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float d0, d1, d2, d3, d4, d5;
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#endif
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factor = 1.0;
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data = gridData;
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ignore = qfalse;
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( i & (1<<j) ) {
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if ((pos[j] + 1) >= world->lightGridBounds[j] - 1)
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{
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ignore = qtrue; // ignore values outside lightgrid
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}
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factor *= frac[j];
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data += gridStep[j];
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} else {
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factor *= (1.0f - frac[j]);
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}
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}
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if ( ignore )
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continue;
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if (world->hdrLightGrid)
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{
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float *hdrData = world->hdrLightGrid + (int)(data - world->lightGridData) / 8 * 6;
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if (!(hdrData[0]+hdrData[1]+hdrData[2]+hdrData[3]+hdrData[4]+hdrData[5]) ) {
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continue; // ignore samples in walls
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}
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}
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else
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{
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if (!(data[0]+data[1]+data[2]+data[3]+data[4]+data[5]) ) {
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continue; // ignore samples in walls
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}
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}
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totalFactor += factor;
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#if idppc
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d0 = data[0]; d1 = data[1]; d2 = data[2];
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d3 = data[3]; d4 = data[4]; d5 = data[5];
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ent->ambientLight[0] += factor * d0;
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ent->ambientLight[1] += factor * d1;
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ent->ambientLight[2] += factor * d2;
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ent->directedLight[0] += factor * d3;
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ent->directedLight[1] += factor * d4;
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ent->directedLight[2] += factor * d5;
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#else
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if (world->hdrLightGrid)
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{
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// FIXME: this is hideous
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float *hdrData = world->hdrLightGrid + (int)(data - world->lightGridData) / 8 * 6;
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ent->ambientLight[0] += factor * hdrData[0];
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ent->ambientLight[1] += factor * hdrData[1];
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ent->ambientLight[2] += factor * hdrData[2];
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ent->directedLight[0] += factor * hdrData[3];
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ent->directedLight[1] += factor * hdrData[4];
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ent->directedLight[2] += factor * hdrData[5];
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}
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else
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{
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ent->ambientLight[0] += factor * data[0];
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ent->ambientLight[1] += factor * data[1];
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ent->ambientLight[2] += factor * data[2];
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ent->directedLight[0] += factor * data[3];
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ent->directedLight[1] += factor * data[4];
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ent->directedLight[2] += factor * data[5];
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}
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#endif
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lat = data[7];
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lng = data[6];
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lat *= (FUNCTABLE_SIZE/256);
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lng *= (FUNCTABLE_SIZE/256);
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// decode X as cos( lat ) * sin( long )
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// decode Y as sin( lat ) * sin( long )
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// decode Z as cos( long )
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normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
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normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
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normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
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VectorMA( direction, factor, normal, direction );
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}
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if ( totalFactor > 0 && totalFactor < 0.99 ) {
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totalFactor = 1.0f / totalFactor;
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VectorScale( ent->ambientLight, totalFactor, ent->ambientLight );
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VectorScale( ent->directedLight, totalFactor, ent->directedLight );
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}
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VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight );
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VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight );
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VectorNormalize2( direction, ent->lightDir );
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}
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/*
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===============
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LogLight
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===============
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*/
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static void LogLight( trRefEntity_t *ent ) {
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int max1, max2;
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if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) {
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return;
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}
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max1 = ent->ambientLight[0];
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if ( ent->ambientLight[1] > max1 ) {
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max1 = ent->ambientLight[1];
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} else if ( ent->ambientLight[2] > max1 ) {
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max1 = ent->ambientLight[2];
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}
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max2 = ent->directedLight[0];
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if ( ent->directedLight[1] > max2 ) {
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max2 = ent->directedLight[1];
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} else if ( ent->directedLight[2] > max2 ) {
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max2 = ent->directedLight[2];
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}
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ri.Printf( PRINT_ALL, "amb:%i dir:%i\n", max1, max2 );
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}
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|
|
|
/*
|
|
|
|
=================
|
|
|
|
R_SetupEntityLighting
|
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|
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|
|
Calculates all the lighting values that will be used
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by the Calc_* functions
|
|
|
|
=================
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|
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|
*/
|
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|
|
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
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|
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int i;
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|
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dlight_t *dl;
|
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|
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float power;
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|
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vec3_t dir;
|
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|
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float d;
|
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|
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vec3_t lightDir;
|
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|
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vec3_t lightOrigin;
|
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|
|
|
|
|
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// lighting calculations
|
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|
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if ( ent->lightingCalculated ) {
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return;
|
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|
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}
|
|
|
|
ent->lightingCalculated = qtrue;
|
|
|
|
|
|
|
|
//
|
|
|
|
// trace a sample point down to find ambient light
|
|
|
|
//
|
|
|
|
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
|
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|
|
// seperate lightOrigins are needed so an object that is
|
|
|
|
// sinking into the ground can still be lit, and so
|
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|
|
// multi-part models can be lit identically
|
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|
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VectorCopy( ent->e.lightingOrigin, lightOrigin );
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|
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} else {
|
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|
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VectorCopy( ent->e.origin, lightOrigin );
|
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|
|
}
|
|
|
|
|
|
|
|
// if NOWORLDMODEL, only use dynamic lights (menu system, etc)
|
|
|
|
if ( !(refdef->rdflags & RDF_NOWORLDMODEL )
|
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|
|
&& tr.world->lightGridData ) {
|
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|
|
R_SetupEntityLightingGrid( ent, tr.world );
|
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|
|
} else {
|
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|
|
ent->ambientLight[0] = ent->ambientLight[1] =
|
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|
|
ent->ambientLight[2] = tr.identityLight * 150;
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|
|
ent->directedLight[0] = ent->directedLight[1] =
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|
|
ent->directedLight[2] = tr.identityLight * 150;
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|
|
VectorCopy( tr.sunDirection, ent->lightDir );
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|
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}
|
|
|
|
|
|
|
|
// bonus items and view weapons have a fixed minimum add
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|
|
if ( !r_hdr->integer /* ent->e.renderfx & RF_MINLIGHT */ ) {
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|
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// give everything a minimum light add
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ent->ambientLight[0] += tr.identityLight * 32;
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ent->ambientLight[1] += tr.identityLight * 32;
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ent->ambientLight[2] += tr.identityLight * 32;
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}
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//
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// modify the light by dynamic lights
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//
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d = VectorLength( ent->directedLight );
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VectorScale( ent->lightDir, d, lightDir );
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for ( i = 0 ; i < refdef->num_dlights ; i++ ) {
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dl = &refdef->dlights[i];
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|
VectorSubtract( dl->origin, lightOrigin, dir );
|
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d = VectorNormalize( dir );
|
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|
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|
power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius );
|
|
|
|
if ( d < DLIGHT_MINIMUM_RADIUS ) {
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|
d = DLIGHT_MINIMUM_RADIUS;
|
|
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|
}
|
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|
d = power / ( d * d );
|
|
|
|
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|
VectorMA( ent->directedLight, d, dl->color, ent->directedLight );
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|
VectorMA( lightDir, d, dir, lightDir );
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|
}
|
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|
// clamp ambient
|
|
|
|
if ( !r_hdr->integer )
|
|
|
|
{
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
|
|
if ( ent->ambientLight[i] > tr.identityLightByte ) {
|
|
|
|
ent->ambientLight[i] = tr.identityLightByte;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( r_debugLight->integer ) {
|
|
|
|
LogLight( ent );
|
|
|
|
}
|
|
|
|
|
|
|
|
// save out the byte packet version
|
|
|
|
((byte *)&ent->ambientLightInt)[0] = ri.ftol(ent->ambientLight[0]);
|
|
|
|
((byte *)&ent->ambientLightInt)[1] = ri.ftol(ent->ambientLight[1]);
|
|
|
|
((byte *)&ent->ambientLightInt)[2] = ri.ftol(ent->ambientLight[2]);
|
|
|
|
((byte *)&ent->ambientLightInt)[3] = 0xff;
|
|
|
|
|
|
|
|
// transform the direction to local space
|
|
|
|
// no need to do this if using lightentity glsl shader
|
|
|
|
VectorNormalize( lightDir );
|
|
|
|
VectorCopy(lightDir, ent->lightDir);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
R_LightForPoint
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir )
|
|
|
|
{
|
|
|
|
trRefEntity_t ent;
|
|
|
|
|
|
|
|
if ( tr.world->lightGridData == NULL )
|
|
|
|
return qfalse;
|
|
|
|
|
|
|
|
Com_Memset(&ent, 0, sizeof(ent));
|
|
|
|
VectorCopy( point, ent.e.origin );
|
|
|
|
R_SetupEntityLightingGrid( &ent, tr.world );
|
|
|
|
VectorCopy(ent.ambientLight, ambientLight);
|
|
|
|
VectorCopy(ent.directedLight, directedLight);
|
|
|
|
VectorCopy(ent.lightDir, lightDir);
|
|
|
|
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world )
|
|
|
|
{
|
|
|
|
trRefEntity_t ent;
|
|
|
|
|
|
|
|
if ( world->lightGridData == NULL )
|
|
|
|
return qfalse;
|
|
|
|
|
|
|
|
Com_Memset(&ent, 0, sizeof(ent));
|
|
|
|
VectorCopy( point, ent.e.origin );
|
|
|
|
R_SetupEntityLightingGrid( &ent, world );
|
ioquake3 resync to revision 2398 from 2369.
This is the last ioquake3 revision before ioquake3 changed from subversion to git at the beginning of 2013.
#5808 - Include and use .glsl in source (rend2)
#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.
Include Rend2 renderer in MacOSX bundle
Include OpenGL1 and Rend2 renderers in MacOSX UB
Include Rend2 renderer in NSIS installer.
Include OpenGL1 and Rend2 renderers in Loki Setup Installer.
Have NSIS uninstaller delete rend2.
Split light sample into direct and ambient parts when using deluxemaps or per-vertex light vectors. Fixes #5813.
Fix writting voip data in demos (broke in r2102).
Fix server ignoring client move commands if voip data is included.
Allow changing cl_voip without restarting.
Fix assert failing in CL_ParseVoip() while flipping cl_voip off and on.
Only declare var_SampleToView in lightall shader when it is actually used.
Fix a couple files not ending with a newline.
Fix clients being able to reset their player state and respawn using donedl.
Fix passing arg9 (qvm only), arg10, and arg11 to vmMain for native libs and non-i386 compiled or interpated qvms. (Currently they aren't use in vmMain in game, cgame, or ui.)
Fix passing args[11] to args[15] from vm to engine on ppc64 and sparc64. Some of the args are used by game bot prediction syscalls. May have been causing bugs. Note: This was fixed for x86_64 in r2163.
Fix reconnect command to work after leaving server. (#5794)
Fix dedicated server crashing when using MSG_ReadDelta*, though it only happens if someone modifies the engine. (#5449)
Makefile fixes for OpenBSD by Jonathan Gray. (#5728)
Save all arguments from connect for reconnect command.
Remove unnecessary localhost check from reconnect command.
Support r_srgb even without hardware support. Also tweak default autoexposure/tonemap settings to look good on both r_srgb 0 and 1.
Changed the MacOS-X build system to make UB's containing i386 and x86_64 arches and made make-macosx.sh not build UB's but only standard binaries
Fix spectator client being switched from follow to free after map_restart if following a client with a higher client number.
Fix client unlinking issue caused by ent->s.number being set to followed client's ps->clientNum after map_restart. Reported by Ensiform.
Changes from Ensiform:
- In G_AddBot, try to allocate clientNum before doing anything else.
- In G_AddBot, don't set SVF_BOT and inuse. It's done in ClientConnect, plus inuse causes ClientDisconnect to be run for no reason.
- In G_AddBot, only set skill in bot useinfo once.
- Avoid using cl->ps.clientNum to check if cl is a bot.
Fix bot skill format so it doesn't always have a space at the beginning of it.
More fixes to the macosx buildsystem. This removes the SDL Framework and makes use of a SDL library that is position independant. This also brings back PPC builds into the UB and also as a standa alone build choice.
Have make-macosx.sh require the user to specify which architecture she/he wants to build for and suggest building UB's if the user is unaware of what architectures are
Lets list all the valid options.
2017-07-09 21:21:12 +00:00
|
|
|
VectorCopy(ent.lightDir, lightDir);
|
ioquake3 resync to revision 2369 from 2317.
Some revision messages:
Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources.
Play correct team sounds when in spectator mode and following a player.
Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.)
When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.)
really fix the confusion with game entity and refentity numbers
to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES
Added Rend2, an alternate renderer. (Bug #4358)
Fix restoring fs_game when default.cfg is missing.
Fix restoring old fs_game upon leaving a server. Patch by Ensiform.
Change more operator commands to require sv_running to be usable. Patch by Ensiform.
Fix some "> MAX_*" to be ">= MAX_*".
Fix follow command to find clients whose name begins with a number.
Fix up "gc" command, make it more like "tell". Based on patch by Ensiform.
Add usage messages for gc, tell, vtell, and votell commands.
Check player names in gc, tell, vtell, and votell commands.
#5799 - Change messagemode text box to display colors like in console input box.
Improve "play" command, based on a patch from Ensiform.
Check for invalid filename in OpenAL's RegisterSound function.
Changed Base sound system to warn not error when sound filename is empty or too long.
Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
|
|
|
|
|
|
|
return qtrue;
|
|
|
|
}
|