Bill Currie
7d2784e1bc
whitespace
2006-07-23 01:34:14 +00:00
Bill Currie
3fb03fc2be
hah, should have been using __attribute__((used)) all that time (rather
...
than __attribute__((unused))). fixes the missing console in -x11
2005-08-04 15:27:09 +00:00
Bill Currie
10232acdfe
make droptofloor continue the trace if it starts solid. fixes the ceiling
...
hugging sng in e1m7.
2005-04-24 13:31:47 +00:00
Bill Currie
0bfac8dd88
win32 compile fixes
...
This is an imperfect revision of history.
2004-11-06 02:21:00 +00:00
Bill Currie
2cb81b37f9
move the *_RecursiveHullCheck functions from pmovetst.c and world.c to MOD_TraceLine in libs/models/trace.c, at the same time rewriting the code to work itteratively rather than recursively.
...
This is an imperfect revision of history.
2004-11-02 08:40:00 +00:00
Bill Currie
986dae9ec9
as discussed with fuh, hide the endian dependency of the checksum calcs
...
(evil way of using md4, but oh well).
2004-05-16 23:17:51 +00:00
Bill Currie
beb22957db
do some sanity checking on the header lumps in case of truncated file
2004-02-29 04:24:42 +00:00
Bill Currie
f9b95cee92
some micro-optimisations
2004-02-23 07:17:41 +00:00
Ragnvald Maartmann-Moe IV
c4402e07bd
Working towards merging q2 model, sprite, and map support. Check back in a few
...
years, might be finished. ;)
2004-02-08 02:49:38 +00:00
Bill Currie
77b2942982
several libs can now get built as dlls in windows: console, gamecode,
...
gamecode_builtins, gib, image, modules, object, ruamoko and util.
2004-01-19 07:47:41 +00:00
Bill Currie
7ba6756810
temporary hack to avoid crashing when s_explod.mdl isn't precached but
...
explosions are requested
2004-01-17 07:14:42 +00:00
Bill Currie
629e22aa61
fix a buffer overflow and an underflow
2004-01-17 05:11:34 +00:00
Ragnvald Maartmann-Moe IV
4597b44334
/, not // in paths. textures//foo.png is ugly. ;)
2004-01-08 03:33:45 +00:00
Ragnvald Maartmann-Moe IV
043c1ce466
Check for %s_luma as well as %s_glow. Also a bit of whitespace.
2004-01-04 01:20:20 +00:00
Bill Currie
40b8974c33
better external skin handling from Grievre
2003-12-28 05:25:06 +00:00
Ragnvald Maartmann-Moe IV
1be98dcf08
gl_external_textures -> gl_textures_external, plus whitespace & codingstyle.
2003-12-23 20:05:52 +00:00
Bill Currie
4b6b5135ac
more texture tweeks from Griever: gl_external_textures
2003-12-23 08:38:33 +00:00
Bill Currie
9f76665963
luma tweak (redundant code removal) from Grievre
2003-12-23 07:22:04 +00:00
Ragnvald Maartmann-Moe IV
12d3a137a1
Luma texture support for brush models (From Fuh, by way of Grievre).
2003-12-21 08:02:03 +00:00
Bill Currie
2b5a3753ca
nuke QF/texture.h moving it's contents into QF/image.h (yay, finally, a
...
real home for tex_t:)
2003-09-04 18:59:39 +00:00
Bill Currie
39ed540979
LoadImage is now used for all external textures giving almost transparent
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.png and .tga support.
2003-09-04 18:46:59 +00:00
Bill Currie
ff43d61f81
use the correct bytes per pixel count
2003-09-04 16:26:14 +00:00
Bill Currie
4d1313d0c1
don't seg when using 1 component lightmaps
2003-08-30 22:39:27 +00:00
Bill Currie
7ead5a91f8
don't let gcc automaticly inline functions but make gcc inline bigger
...
functions when told to. also make gcc warn if it can't inline a function.
Explicitly inline several functions (including moving VectorNormalize to
mathlib.h so it /can/ be) resulting in a 5.5% speedup for spam2 (88 to 92
fps)
2003-08-11 06:05:07 +00:00
Bill Currie
6a94607d9d
rename VectorMA to VectorMultAdd, add VectorMultSub and use it in a few
...
places. Not certain how much speed difference it makes :/
2003-08-08 15:25:53 +00:00
Bill Currie
0cf0f710b7
remove some unneeded code
2003-07-09 15:34:58 +00:00
Bill Currie
4f66e1e9da
fix a bunch of the previous FIXMEs. needs a bit more work for win32
...
compiling
2003-07-08 22:39:45 +00:00
Bill Currie
5f3573143a
the beginnings of a jihad against buffer overflows
2003-05-08 23:24:02 +00:00
Bill Currie
eb099ae0d3
make qf gcc 3.3 clean
2003-04-17 00:01:48 +00:00
Bill Currie
01bff9c79e
WildCode's alias model VA prepatory patch
2003-04-08 04:13:49 +00:00
Ragnvald Maartmann-Moe IV
88c2735d9c
Make sprite rendering use vertex arrays, as a test for detection of vertex array support (tests only for OpenGL 1.1 or better, at the moment, no driver blacklist yet).
2003-03-20 19:58:18 +00:00
Bill Currie
c186266f06
whitespace
2003-03-12 02:21:51 +00:00
Bill Currie
bb5f5e0a0c
fix a couple of gcc 2.95 warnings
2003-02-19 21:41:37 +00:00
Ragnvald Maartmann-Moe IV
e3ea39e67b
QuakeForge now supports map specific textures in textures/mapname/
.
2003-02-19 17:41:16 +00:00
Bill Currie
851d203916
work towards a more secure qfs
2003-02-14 22:36:10 +00:00
Bill Currie
6a687f5e45
rename all the globals in quakefs.[ch] to be QFS_* or qfs_*
2003-02-14 19:46:07 +00:00
Bill Currie
761a7546dd
re-arrange things so __attribute__ and __builtin_expect are properly
...
autoconfiscated so rcsid will continue to work with gcc 3.3
2003-01-15 15:31:36 +00:00
Bill Currie
71196fedf6
make gcc more anal about prototypes, string constants and function
...
visibility (ie, global functions must have a prototype)
2003-01-06 18:28:13 +00:00
Bill Currie
ca4b3acd6c
big protototype cleanup. Now, except for a few cases, all non-static
...
prototypes are in headers files.
2002-11-05 19:12:51 +00:00
Bill Currie
d7e7b7de7d
cause the model to load into a calloced buffer rather than the hunk temp
...
region to avoid the data getting corrupted by cache shufflings. This
/should/ fix the bad extents bug (Closes : #37 )
2002-10-11 02:54:02 +00:00
Bill Currie
75c7119cd8
gamma correct the loaded lightmaps so swgamma works better (MUCH better:)
2002-09-15 05:04:14 +00:00
Bill Currie
f7b4dffcc0
get larger player skins working in gl
2002-09-13 05:32:28 +00:00
Ragnvald Maartmann-Moe IV
cb241c50bf
Replace * with # in map names, rather than _. Seems to be the "standard" for replacement textures.
2002-09-10 23:40:13 +00:00
Ragnvald Maartmann-Moe IV
b7c2f5efa3
Allow loading textures from textures
directory, as well as from maps.
2002-09-06 21:52:11 +00:00
Ragnvald Maartmann-Moe IV
c4609f5195
Experimentally allow external texture loading. Also prevent loading RGB textures as RGBA, which wastes a lot of texture memory, and looks ugly on 16bpp boards.
2002-09-06 21:37:22 +00:00
Ragnvald Maartmann-Moe IV
92db391e7c
Optimize model rendering a hair. WildCode spotted that minimum shade was only being applied to the view model (why do we set it up for other stuff if it's not going to be used?). While looking at that, I noticed we could do the divide by 200 in model setup.
2002-09-01 23:45:22 +00:00
Bill Currie
f473a4fa17
more thorough reporting on bad surface extents
2002-08-27 16:01:51 +00:00
Bill Currie
ec47e08e1c
go back to using QFile, quakeio.h and quakefs.h
2002-08-27 07:16:28 +00:00
Ragnvald Maartmann-Moe IV
e2e605841f
Code in variable declarations. Yuck. *thwaps taniwha*
2002-08-25 16:51:30 +00:00
Ragnvald Maartmann-Moe IV
ddb90e1acd
More whitespace. Eek.
2002-08-25 16:35:22 +00:00