Bill Currie
d6a1daaf30
Force a refdef update when nearclip or farclip change.
2012-08-29 09:55:17 +09:00
Bill Currie
abc81cee85
Avoid building unneeded libs.
...
Having better dependency info in build_control.m4 would be nice, but this
works well enough for now.
2012-08-20 14:12:20 +09:00
Bill Currie
9bfcdad35a
Fix some type-size safety issues.
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Expecting int to be 32 bits is a little dangerous, and the function
versions of swap/noswap should be unsigned rather than signed.
2012-08-19 13:37:06 +09:00
Bill Currie
0bd613b73d
Disable vorbisfile's static callbacks.
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Since we use callbacks anyway, they're not needed, and this fixes the
warnings/errors when using ps3toolchain.
2012-08-19 08:05:50 +09:00
Bill Currie
bf41851bd9
Check for ioctl availability.
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This gets networking compiling. Now the build gets all the way to qfcc,
where it dies with waidpid/execvp errors :P
2012-08-18 22:02:02 +09:00
Bill Currie
575693e4a0
A bunch of networking compile fixes.
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This isn't everything needed to get networking compiling, but it's pretty
close.
2012-08-18 21:49:30 +09:00
Bill Currie
78f7604efc
Evil hack to handle duplicated sdl key syms.
2012-08-18 21:44:51 +09:00
Bill Currie
9250eb83bf
Yet more char index issues.
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Should be getting near the end of these as qfcc tries to link in my hacked
up tree :)
2012-08-18 21:42:49 +09:00
Bill Currie
7f805c2527
Use pkg-config for zlib.
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Helps cope with zlib being in weird places (eg, ps3toolchain)
2012-08-18 21:41:33 +09:00
Bill Currie
3b047a3cc1
Check for getuid and cope when it's not there.
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The ps3toolchain doesn't have getuid or getpwent. Nor does it have
timeGetTime, so use Sys_DoubleTime instead.
2012-08-18 21:37:54 +09:00
Bill Currie
6200d35109
Don't include SDL_byteorder.h
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We don't need it and it's not always available.
2012-08-18 21:35:24 +09:00
Bill Currie
6f484ee757
Add support and tests for 3x3 matrices.
2012-08-18 16:29:57 +09:00
Bill Currie
cc35209f86
Yet more char index issues :P
2012-08-18 12:20:08 +09:00
Bill Currie
ee27c49e70
Separate the checks for building dirent.c and fnmatch.c.
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ps3's libc has opendir and friends, but not fnmatch.
2012-08-18 12:12:45 +09:00
Bill Currie
5613b272da
Whee, another char index issue.
2012-08-18 11:50:35 +09:00
Bill Currie
d074f4a983
Hack in a fake version of "access".
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It seems access is unimplemented in the ps3 toolchain.
2012-08-18 11:45:26 +09:00
Bill Currie
62face768f
Fix some char index issues.
2012-08-18 11:02:52 +09:00
Bill Currie
7928274b6e
Test for and include sys/select.h.
2012-08-18 10:57:42 +09:00
Bill Currie
6e1f043719
Clean up some unused or local functions.
2012-08-18 09:36:43 +09:00
Bill Currie
a1a2060583
Yet another ps3 plugin fix.
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Returning an uninitialized pointer... ouch. Hopefully the last one.
2012-08-17 10:24:41 +09:00
Bill Currie
cbaad33638
Fix a couple more ps3 plugin related warnings.
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Whee :P
2012-08-17 10:20:35 +09:00
Bill Currie
41876e8c37
Some compile fixes for when dlopen is not available.
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It seems the ps3 gameos build env is... not what we've come to take for
granted.
2012-08-17 09:18:00 +09:00
Bill Currie
5b054dd98b
Add "slow grav" for smoke.
...
Removes one more set of hard codings from particle types.
2012-08-12 11:42:18 +09:00
Bill Currie
5a5b31bae4
Correct the direction of pt_fire particles.
...
sub_grav() was accelerating the particle in the wrong direction. Down being
+ve gravity caused a bit of confusion (though it was a c&p error).
2012-08-10 13:56:01 +09:00
Bill Currie
31dead3dcd
Fix 16-bit mdl loading for glsl.
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The extra precision verts are offset by numverts, not numposes :P
2012-08-07 17:06:01 +09:00
Bill Currie
1406cf13de
Mask the QFS_Rename message with SYS_FS.
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It really should have been masked all along, but I guess developer 1 was
too noisy back then.
2012-07-21 22:34:10 +09:00
Bill Currie
372defc1be
Support up to 128 dlights.
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More or less as per MH's tut, but really just finishing something that
should have been done years ago.
2012-07-21 13:58:54 +09:00
Bill Currie
106257d6e9
Allow reconstructed builtins to be found by name.
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Certain versions of qcc (fteqcc comes to mind :P) strip the names from
builtin functions. This breaks saved games that happen to have a builtin
function in a saved function variable. The earlier builtin name
reconstruction patch happened to fix the writing of save games for such
progs, and this one fixes the reading.
2012-07-20 16:17:26 +09:00
Bill Currie
15484956f7
Make con_speed 0 instant.
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Nice for recording, and should give more accurate timedemos.
2012-07-18 14:50:49 +09:00
Bill Currie
d73b5045d8
Do not do any contents evaluation if not printing contents.
...
Fixes a segfault when tracing progs caused by the recent entity number
change.
2012-07-18 10:46:59 +09:00
Bill Currie
8691a2fbd1
Dump a stack trace when running out of edicts.
2012-07-18 10:30:58 +09:00
Bill Currie
7d8b0f96d6
Correct the fog distance calculations.
...
It turns out the pixel's z coord is correctly obtailed by
gl_FragCoord.z/gl_FragCoord.w.
2012-07-17 19:10:10 +09:00
Bill Currie
c4309e7abc
Correct the fog blend calculation for transparency.
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The incoming pixel's alpha should not be affected by fog. This fixes the
ugly square smoke particles in foggy maps.
2012-07-17 19:08:36 +09:00
Bill Currie
c66e437ebe
Enable shadows for grenades.
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Now that shadevector is correctly transformed, grenade shadows aren't quite
so silly.
2012-07-17 17:12:34 +09:00
Bill Currie
a7327acb80
Set up shadevector for gl alias models.
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The setup had been lost at some stage, thus shadows were always directly
under the entity. Unlike the original quake shadow code, the vector is
correctly transformed into the entity's space.
2012-07-17 17:10:48 +09:00
Bill Currie
fbc0ad59df
Implement gl shadows for pure triangle alias models.
...
I finally found the cause of Despair's gl shadows non-rendering+segfault...
the shadow code expected triangle fans and strips but was getting simple
triangles. Oops.
2012-07-17 16:11:42 +09:00
Sander van Dijk
3c04de1116
Better default vid_gamma value.
2012-07-17 06:30:01 +09:00
Bill Currie
134f9b0e9e
Force pr_keys.c to get linked in.
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Nothing in the main program currently uses Key_Progs_Init, so the object
file wasn't getting pulled into the link. However, it's quite necessary for
the client console plugin :/
2012-07-16 18:18:13 +09:00
Bill Currie
8333e6578c
Fix non-static sw renderer for 32bit x86.
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Yet another undefined symbol caused by iqm support. This time caused by
asm/not asm.
2012-07-15 22:34:00 +09:00
Bill Currie
0f34ab8762
Move pr_keys.c from console to video/targets.
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It wasn't very accessible/usable in the client console plugin.
2012-07-15 07:39:50 +09:00
Bill Currie
f9c6eacb84
Really fix sw32 renderer loading.
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It seems I never tested the sw32 renderer in a non-static build since I put
in IQM support.
2012-07-15 07:30:17 +09:00
Bill Currie
fd6b5edb73
Don't set triangle draw type in sw32 iqm renderer.
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It's not used and causes link errors (I never noticed on my system).
2012-07-14 19:48:57 +09:00
Bill Currie
fcf7150c62
Remove some old renderer specific files.
2012-07-14 07:32:53 +09:00
Bill Currie
a9adc94aa8
Force builtin function descriptors to have a name.
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That is, the descriptors loaded from the progs file. Some compilers (eg,
fteqcc :P) strip builtin names from the progs, which makes debugging
difficult.
2012-07-13 10:22:25 +09:00
Bill Currie
6fe32103ea
Do a bit of bound() usage auditing.
...
While these seem to be mostly harmless, having function calls in the
bounded value can be nasty.
2012-07-12 19:33:51 +09:00
Bill Currie
a822a683cd
Fix the inverted lighting for sw32.
...
LordHavoc had made lighting positive for sw32, but I had done something in
the plugin code that broke that (probably something to do with the
colormap loading). Going back to id's original code fixes the issue.
2012-07-12 18:15:45 +09:00
Bill Currie
12319cfcdf
Revert "Slightly reducde the number of calls to glUniformMatrix4fv."
...
This reverts commit e170f4ee75
.
It turns out I messed up something in the patch. I noticed the problem
while playing digs04.bsp: many sub-model surfaces, particularly those with
animated textures, were not being transformed correctly. As this patch did
not make a large performance difference, it's probably better to just
revert it. I might revisit it later.
2012-07-11 08:12:57 +09:00
Bill Currie
ede65fb28c
Use the correct source for the backtile width/height.
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Yay, no more garbage on the screen :)
2012-07-09 15:56:51 +09:00
Bill Currie
5014825b39
Fix the backtile for glsl.
...
Since the backtile is loaded into a scrap and used as a subtexture, we
can't use GL's texture wrapping, thus do the wrapping ourselves. There are
some minor issues with the wrong part of the scrap being drawn: need to
investigate where the bug is (vrect, make_quad, etc).
2012-07-09 15:11:03 +09:00
Bill Currie
6e0907a6b1
Delay the "too many entities" check.
...
Rather than checking the raw edict count in the entities file against the
progs' max_edicts, check the allocated entity's number. This allows loading
of sophisticated maps (eg, digs04) that prune many of their entities.
2012-07-09 15:07:34 +09:00