Forest Hale
184ff4a216
made qfcc compile again, by renaming com_token to qfcc_com_token so it does not conflict with QFutil
2002-01-04 11:12:52 +00:00
Bill Currie
9d2739598a
character constants
2002-01-04 08:45:24 +00:00
Seth Galbraith
6ec47e6be6
slaying hardcoded mdl vertex and triangle limit
2002-01-04 07:40:00 +00:00
Bill Currie
36bb62c3c5
rewrite CrossProduct so memory is accessed more linearly. should provide
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a tiny speedup for servers and clipped skyboxes
2002-01-04 06:13:50 +00:00
Bill Currie
df947a8843
pt_color is now an int so don't convert it
2002-01-04 04:12:10 +00:00
Ragnvald Maartmann-Moe IV
43ca999fd7
Minor bugfix.
2002-01-04 04:05:46 +00:00
Ragnvald Maartmann-Moe IV
b13efc3a83
Particle updates. Some cleanups, small speedups, and reimplement id's effects. r_particle_styles 0 to see id's effects.
2002-01-04 03:32:59 +00:00
Ragnvald Maartmann-Moe IV
07fb841a49
Whitespace, mark a 1 line function as inline.
2002-01-04 03:25:30 +00:00
Bill Currie
3c6f64b26b
_snprintf and _vsnprintf are not guaranteed to write the trailing '\0'
2002-01-03 23:24:47 +00:00
Bill Currie
522f64bce1
remove an extra ;
2002-01-03 23:24:20 +00:00
Bill Currie
9312681182
some more const correctness (in gl_sky_clip.c) and make the sky poly debug
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drawing avialable via the gl_sky_debug cvar.
2002-01-03 18:18:45 +00:00
Bill Currie
461f63c7ff
fix the black player skins
2002-01-03 06:26:57 +00:00
Bill Currie
013f503738
start getting const-correct on vec3_t params
2002-01-03 05:29:38 +00:00
Bill Currie
571df6d684
change window caption to include "Disconnected" when not connected
2002-01-02 23:01:05 +00:00
Bill Currie
c68da1f299
o split up GL_DrawAliasFrame so it's normal (ie, not fullbright) pass only
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creating GL_DrawAliasFrame_fb to do the fullbright pass. This removes
the if (fb) tests.
o move the DepthMask setting for modelalpha != 1.0 out of
GL_DrawAliasFrame* into R_DrawAliasModel to reduce potential GL state
changes.
o minor comment cleanup/corrections
2002-01-02 19:23:09 +00:00
Bill Currie
9bc80e4a31
make dist and rpms work again
2002-01-02 16:21:02 +00:00
Jeff Teunissen
c0e2639701
Add quaketoascii program, from Dwayne C. Litzenberger <dlitz@dlitz.net>
2001-12-31 18:10:20 +00:00
Ragnvald Maartmann-Moe IV
29b48c594e
More tweaks to joystick code. amp settings have a far greater effect now...
2001-12-30 06:08:24 +00:00
Bill Currie
3cfd2c0a8e
make GL_DrawAliasShadow use the data calculated by GL_GetAliasFraveVerts so
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shadows don't cost as much when lerping is enabled.
2001-12-30 04:16:25 +00:00
Seth Galbraith
d570f0905f
high precision model loading
2001-12-30 02:30:26 +00:00
Ragnvald Maartmann-Moe IV
94b1683862
Rest of previous commit.
2001-12-28 18:19:23 +00:00
Ragnvald Maartmann-Moe IV
c523671606
Joystick updates. Now support 8 joystick axes (since I have a 7-axis gamepad I'm testing with). Also adds swimup/swimdown as axis 5. And ability to invert axes by assigning them as negative numbers (set joyaxis1 "-1"). Joystick handling is liable to change radically as it improves, though, don't count on these as stable interfaces...
2001-12-28 18:02:33 +00:00
Bill Currie
0f2f58754b
this is just causing confusion. if we ever need it, it's still in cvs
2001-12-21 22:39:14 +00:00
Bill Currie
ee9ed0c395
minor cleanups
2001-12-21 21:52:03 +00:00
Ragnvald Maartmann-Moe IV
daa68ac7ce
Minor pcx loader cleanup.
2001-12-21 21:12:01 +00:00
Bill Currie
7f9e5755fb
go back to my clever code (with the bug fixed this time:P). Hey, if it's
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still broken, we can always revert it again ;) (NOT!)
2001-12-21 20:56:54 +00:00
Bill Currie
168d3aa308
tiny speedup to texture uploads
2001-12-21 20:12:51 +00:00
Bill Currie
858bb55bcc
kill some dead code
2001-12-21 19:38:49 +00:00
Ragnvald Maartmann-Moe IV
b5e93ffd6c
Minor speedup (*foo++, dammit!), some whitespace.
2001-12-21 16:08:56 +00:00
Bill Currie
825b02ad87
minor speedup to skybox loading ;)
2001-12-21 06:07:30 +00:00
Bill Currie
b4de52eb5c
some readability (and speed?) improvments for LoadTGA
2001-12-21 05:29:33 +00:00
Ragnvald Maartmann-Moe IV
010ca032a5
Allow arbitrary power of 2 sizes for tga texture loads, reduce memory footprint needed to load rgb tgas. Speed load of non-RLE tgas.
...
Some slight code sanity improvements.
2001-12-21 01:41:19 +00:00
Bill Currie
aaf9b953a4
make the no shutdown warning developer only (does the user realy need to
...
see it?)
2001-12-20 23:55:49 +00:00
Bill Currie
3f4aa1dc6c
this should fix the crashing on win32
2001-12-20 19:19:58 +00:00
Bill Currie
1721831b3a
fix r_netgraph_box
2001-12-20 18:07:10 +00:00
Bill Currie
ec44f037c1
remove the obsolete z buffer prototype code
2001-12-20 05:16:59 +00:00
Ragnvald Maartmann-Moe IV
018481b1ac
Might as well allow gl_affinemodels to affect the viewmodel as well...
2001-12-19 20:15:38 +00:00
Ragnvald Maartmann-Moe IV
e78bdb3ea6
Fix failure to free cache for non-shadowed stuff (lightning, grenades, etc).
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Also a minor speedup (only mess with glHints once per frame, instead of dozens of times).
2001-12-19 18:32:26 +00:00
Ragnvald Maartmann-Moe IV
c764ddc64a
Just a massive speedup to gl particles. Enjoy.
...
(Thanks to LordHavoc for prodding me to use glDrawElements, and munge all the particle textures into 1. Code mine, suggestions his)
2001-12-19 04:03:57 +00:00
Timothy C. McGrath
0c4d220e8e
Fixed a typo in a comment, (modifiefs) changed ancient word 'Quakespy' to
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more modern 'Gamespy' in help, fixed typos in show_ping and show_pl, (o is not
0) added a more descriptive help line to show_time so people will know it
actually has TWO settings, and localid finally has a description.
Tim (Misty-chan)
2001-12-19 00:40:34 +00:00
Bill Currie
375ada11bc
update to current version
2001-12-18 06:53:49 +00:00
Bill Currie
5d643c2483
tiny optimisation to GL_GetAliasFrameVerts
2001-12-18 05:50:57 +00:00
Chris Ison
73f9c3aaa5
some minor tidy/speed up
2001-12-18 03:59:37 +00:00
Chris Ison
1c26723864
changed int to an unsigned int
2001-12-17 23:41:58 +00:00
Chris Ison
db71398238
removed row and col usage from Draw_Character
2001-12-17 23:10:00 +00:00
Timothy C. McGrath
46001cd9e7
Added gl_lightmap_subimage 1 and r_dlight_max 8 - noticable speedups in
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battles.
(Thank you Wildcode)
Once gl_lightmap_subimage's setting of 2 is debugged (right now it goes a
teeny tiny bit whacko) I'll be using that, just FYI.
Tim/Misty-chan
2001-12-16 21:39:50 +00:00
Bill Currie
86d05b1df0
heh, they already got dropped (zombie packets). Turns out the problem was
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SV_DropClient not aborting processing of a client packet, so do the evilness
of using setjmp/longjmp to do so.
2001-12-15 04:58:16 +00:00
Bill Currie
cac001e035
zombied connections get their packets dropped on the floor
2001-12-15 04:13:56 +00:00
Bill Currie
3dafbebf10
fix up #0 builtin functions at runtime. not done automaticly (need to call
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PR_RelocateBuiltins) and fix a bug with profiling and unlimited execution
counts
2001-12-14 08:15:04 +00:00
Jeff Teunissen
2185e0a92e
Update qfcc man page.
2001-12-14 05:33:00 +00:00