Bill Currie
60596038d2
Half-disable pthread for ps3toolchain.
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I can't find anything for pthread other that pthread.h, but this lets nq
and qw stuff build (minus the pending networking issues).
2012-08-18 21:51:04 +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
68feab89f9
Avoid PATH_MAX.
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Not available in ps3toolchain, and this avoids a stack buffer :)
2012-08-18 21:44:02 +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
cd1e3e5b6f
Cross configure/make scripts for ps3toolchain based builds.
2012-08-18 21:33:58 +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
836215357a
Use the correct type for alloca's size parameter.
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Well, hopefully: it at least agrees with gcc's builtin version.
2012-08-18 11:20:48 +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
ae81b79390
Remove a long dead field.
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
af0db29981
Add support for meshes with multiple UV maps.
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One common use for a mesh having multiple UV maps is when combining several
mesh objects into one: the base UV map is the result of joining the meshes
(and will be a right mess of overlapping UV islands), but an additional UV
map is then setup as a copy of the first but with the islands re-packed so
nothing overlaps. The export script now searches for the active UV map and
uses that for both UV coordinates and the skin texture (when none is
specified).
2012-08-12 13:38:12 +09:00
Bill Currie
5b054dd98b
Add "slow grav" for smoke.
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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