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
f8f01fc9fb
Change glx to x11 in the examples.
2012-08-12 09:20:20 +09:00
Bill Currie
5a5b31bae4
Correct the direction of pt_fire particles.
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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
971e689d3d
Fix a slew of whitespace issues.
2012-08-07 13:25:44 +09:00
Bill Currie
a3c8209bdf
Handle missing frame information a little more usefully.
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If there's no export script, or the export script has no frame information,
animation data will be collected by running through blender frames 1 to the
current frame (inclusive). Each frame will be exported as a single frame
rather than as members of a frame group.
2012-08-07 13:23:19 +09:00
Bill Currie
39b2e80207
Optionally apply the object's transform to the mesh.
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The default is to apply.
2012-08-07 11:49:08 +09:00
Bill Currie
634b3b043d
Export non-triangular faces as triangle clusters.
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It turns out this behavior is preferable (by at least one artist, anyway).
2012-08-07 10:49:32 +09:00
Bill Currie
a4da11cdb5
Correctly handle multiple vertices sharing a UV coordinate.
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Need to use both UV coordinate and vertex index to find unique
combinations. This should fix leileilol's broken meshes.
2012-08-07 10:26:35 +09:00
Bill Currie
78bfd30648
Export vertex normals.
...
I'd forgotten I hadn't implemented exporting vertex normals. While I've
modified things for making better use of blender's tools and avoiding the
unnecessary use of objects, the code is taken from the ajmdl blender 2.4
export script.
2012-08-07 09:52:47 +09:00
Bill Currie
5661e738ac
Actually return the skin in null_skin()
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Oops.
2012-08-07 09:50:38 +09:00
Bill Currie
ff4c2cfb63
Add a todo list for the mdl addon.
2012-08-06 22:34:19 +09:00
Bill Currie
a63ce57c5c
Update NEWS for 0.7.0.
2012-08-04 10:50:39 +09:00
Bill Currie
848db2e306
Correct a comment.
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The shear factors were listed next to scale... a tad confusing.
2012-08-04 10:47:46 +09:00
Bill Currie
130494f774
Bail out if the saved game data has too many entities.
2012-07-22 12:08:09 +09:00
Bill Currie
3042c2bb1a
Create backups of quick.sav.
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F6 is fantastic, until you hit it by mistake after dieing when you meant
to hit F9 (I've done that way too often). quick.sav is still the last file
written via F6 (so F9 is unaffected), but now the previous quick.sav
becomes quick1.sav. Up to 5 (currently) backups will be kept: quick1 is
the newest, quick5 the oldest. A menu for accessing the backups has been
added as a sub-menu of the load menu.
2012-07-21 22:41:57 +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
068bc7a627
Potential client state fix ala Baker.
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I'm not sure it's really relevant to QF, but applying it doesn't hurt.
2012-07-21 17:53:49 +09:00
Bill Currie
543c4b2442
Don't force the console for ca_connected.
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It's valid not to draw the console in ca_connected when changing levels.
2012-07-21 16:37:14 +09:00
Bill Currie
ec94a1e459
Update entity origin and angles even when invisible.
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This fixes the broken intermissions. There might be a better fix, but this
will do for now because the one alternative solution (getting
V_CalcIntermissionRefdef to poke directly at entity states) is not
something I particularly want to do.
2012-07-21 15:39:11 +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
1bc2080bd3
Make noclipping players not touch triggers.
2012-07-18 14:51:53 +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
0e7e45b91d
Redo the io_mesh_qfmdl packaging.
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It is cross-platform, after all.
2012-07-17 17:30:16 +09:00
Bill Currie
fa61d2def7
Delete old io_mesh_qfmdl zips too.
2012-07-17 17:21:56 +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
Bill Currie
9d1e6920d8
Update for 0.6.99 beta 2
2012-07-17 14:53:45 +09:00
Sander van Dijk
3c04de1116
Better default vid_gamma value.
2012-07-17 06:30:01 +09:00
Sander van Dijk
4725d5a973
Add a "Prev. weapon" menu option.
2012-07-17 06:28:32 +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
087908adcd
Link in the keys progs builtins.
2012-07-15 07:39:50 +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
f1854c85b2
Fix some doxygen warnings and errors.
2012-07-15 07:39:50 +09:00
Bill Currie
37dda1ef99
Update for doxygen 1.8.1
2012-07-15 07:39:50 +09:00
Bill Currie
97c87cf996
Initial checkin of the qwaq mini-engine.
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
2f49a66282
Make "serverinfo key" display the value for the key.
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localinfo, too. From mvdsv.
2012-07-15 06:58:24 +09:00
Bill Currie
d9288c0837
Don't double-draw the bindings menus.
2012-07-14 20:16:45 +09:00
Bill Currie
fd6b5edb73
Don't set triangle draw type in sw32 iqm renderer.
...
It's not used and causes link errors (I never noticed on my system).
2012-07-14 19:48:57 +09:00
Bill Currie
b6125276e4
Fix the mis-handling of the progs.dat line in preprogs.src
...
Gah, must have lost a line at some stage. Also, handle line number
directives.
2012-07-14 19:01:47 +09:00
Bill Currie
7444371162
Disable bolding for special chars.
...
If an escape sequence is used to access a char, the the programmer probably
wanted that char, regardless of the current bolding mode.
2012-07-14 17:47:34 +09:00
Bill Currie
3b8141691e
Fix a bunch of continue vs break issues.
2012-07-14 17:26:13 +09:00