Fixed keyboard handling - XLookupString()??? how did that get here? We
should use XLookupKeysym().
Fixed _windowed_mouse handling - don't flood the X-server with silly
requests each time the pointer moves. Should hopefully make mouse movement
a bit smoother.
of the display centralised. This will eventually lead to a much improved X init
and shutdown code.
Unfortunatly, X still crashes for me after running uquake-glx (haven't tested
for qw-client-glx, but I imagine it's no different), but I've found it's after
running uquake-glx the /second/ time, so I suspect it's a utah-glx(mga)/mesa
bug. It could also be an X server bug. I'll see if I can upgrade my X and then
report to the utah-glx team.
are done (sorry if this steps on your toes with the view.c merge Deek) and
I'm almost positive flymode will now work. Even though view offset is
done, it won't.
The reason for this is that cl.stats[STAT_FLYMODE] is pretty much going to
ALWAYS be 0 on a standard server. Since 0 tells us that we're not flying,
this is fine. cl.stats[STAT_VIEWHEIGHT] is also going to be 0, but it
should be 22 for normal views. I could always assume this value is an
offset from 22, but that just seems lame to me. I'll either do it anyway
or we'll have to find a good opportunity in the connect cycle to set the
cl.qfserver qboolean to true.
I'm thinking about using an info key value for this, but we'd be better
served I think by coordinating with QSG to up the protocol version across
all engines.
code for scr_consize a bit. I also made it work in software targets. If
you set scr_consize outside the range of .2 to .9 it now assumes you're
an idiot and ignores your setting, using the appropriate boundary value.
A note about gl_conalpha for GL targets. It now works up to a consize of
.9 rather than working just upto 2/3 of the screen. Works just as it did
before. The only reason it matters is that the boundary for scr_consize
does not apply to the decision of whether or not to use alpha--only to
how big to make the console.
That means if you set scr_consize to .91 or something it won't be bigger
but you'll lose alpha. Don't even try to report that as a bug---I will
tell you simply Don't Do That(TM).
look sane now however. Other projects which wish to keep the ability
to render in software better check out the changes - you won't find them
in a tutorial. ;>
If you try to load a 30-version'd BSP (ie, one with colored lighting) you
are gonna find that software renderering looks like shit. I know what
the problem is.
looked kinda silly IMO. Turn off the stupid bubbles, we have real colored
dlight now!
I may put up some of the "outtake" screenshots of the broken lightmap code
as I was writing the support. Some of them look cool. =>
Speaking of conalpha, it works again, even in Mesa 3.1(!)
Don't build half of qw-client twice! I thought I fixed that already?
UQuake-style quit dialogs in qw-client, beginnings of a menu.[ch] merge
feature said) can now be set to something other than 0 or 1. It now
controls the speed at which the console rotates. Set it to 0 and it
won't rotate at all. 1 is as fast as it was before, .5 is half as
fast, 100 is insane, etc.
S_Init() is now where it belongs--outside of VID_Init(). I think I did
manage to update every target. If I missed one, kill the sound.h include
and remove S_Init() from VID_Init().
New Cvar: r_sky, defaults to 0, turn it on if you want to use skyboxes.
Cvar r_skyname can actually be used now I _think_, need another skybox
to test it. Quake2000's instructions were used in the skybox stuff but,
as all know by now, our tree is so different from anyone else's that I had
to redo a number of things. But thanks all the same--cut the time spent
debugging it in half. I also want to thank whoever did the night skybox
on the MegaTF page I used to test. Looks great on start map!
New GL-specific Cvar: r_conspin, defaults to 0. Turn it on. You can turn
it off too. Shamelessly ripped from QER.
Relevant cvar to change the name of the skybox is r_skyname which defaults
to "sky". If you don't have the files you'll get an ugly red background
in place of the sky. I'll fix that shortly.
Sorry software people, this is just the Q2 code I'm turning on which doesn
not work for software. The code is pretty simple though and most of it's
written already in gl_warp.c---just move that to r_sky and use the pcx's
instead of the tga's..