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.
some tweeks in an attempt to improve shutdown. NOT the final say
qw_server/sv_ccmds.c:
comment correction
common/quakefs.c uquake/host_cmd.c:
knghtbrd's gamedir patch, plus some Hunk_Alloc -> Z_Malloc changes.
common_quakedef.h (and thus all files)
This solves a build break when the OpenGL includes are not in /usr/include,
since the OpenGL include path is only used when compiling files that use
OpenGL.
We now use dlsym() to check for XMesaSetFXmode() at runtime.
If we find XMesaSetFXmode() all DGA code is disabled so it won't clash
with Glide (Glide on Voodoo 3 uses DGA internally...)
For XMESA we now check the MESA_GLX_FX environment variable at startup to
detect whether we are started in windowed or fullscreen mode, and then
set the cvar vid_glx_fullscreen to match that.