forgot to close the skin file.
skin.c:
seeking within a file inside a pak does NOT work for SEEK_SET and SEEK_END
so load the whole file at once into memory and change processing
accordingly. The Hunk_*Alloc calls work nicely because the file is loaded
into the lower hunk space while the tex is allocated from the temp space
which is in the high hunk space.
Rip out the pcx loading code and use LoadPCX instead.
pcx.h:
remove the data field from pcx_t: it was messing with gcc's idea of the
structure size. also, update LoadPCX's prototype
pcx.c:
change LoadPCX to return tex_t (new type in texture.h) and take a new
param: convert. LoadPCX will now wither load raw 8 bit or convert to
rgba on loading depending on convert. Also, make LoadPCX WORK and use
Hunk_TempAlloc to store the resulting texture.
texture.h:
define tex_t. defines an in-memory texture (either 8 or 32 bit, depending
on the presense of a palette). Data comes immediately after the sturcture.
eg tex_t *tex = Hunk_TempAlloc (sizeof (tex_t) + count)
cl_parse.c: Fixed the white body issue taniwha found, finally!
pr_edict.c: From misty, server cvar qwprogs, use it to set the
qwprogs.dat to something else.
sv_user.c: Don't send the r_skyname command, the clients pickup the info
line.
mismatch. First, the md4 checksum is stored in the mesh, and the md4 checksum
of the mesh and the model checksum are also stored. If, on loading, either
checksum fails, the model is re-meshed.
include/mdfour.h:
Add define for MDFOUR_DIGEST_BYTES
source/.gdbinit
setrom _windowed_mouse 0 so mods don't make debugging difficult
source/model_alias.c:
pass original model data and size to GL_MakeAliasModelDisplayLists
source/sw_model_alias.c:
GL_MakeAliasModelDisplayLists take (but ignore) new params
source/gl_mesh.c:
do md4 checksums on the model and mesh
multitexture, so I replaced it with a gl_multitexture cvar. It defaults
off. Set gl_multitexture nonzero to enable it, but be warned that
multitexturing and sorted textures are currently incompatible; this means
that if you enable texturing, your textures will not be sorted and you may
or may not get better performance.
Made the following Cvars archived in GL: r_shadows, gl_affinemodels,
gl_cull, gl_flashblend, gl_keeptjunctions, gl_multitexture, gl_particles,
gl_sky_clip, gl_skymultipass, gl_smoothdlights.