Bill Currie
9cb23ba67e
Clean up some error messages.
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The contractions took the emphasis off where it needed to be.
2016-01-04 16:12:36 +09:00
Bill Currie
aecea5c350
Document most of they key binding system.
2016-01-04 16:11:15 +09:00
Bill Currie
59f60d1ba7
Enable the Key_StringToKeynum builtin.
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I don't know why I didn't do it earlier other than lack of need.
2016-01-04 16:10:22 +09:00
Bill Currie
7c16acf4aa
Make Key_GetBinding take an imt instead of a name.
2016-01-04 16:06:48 +09:00
Bill Currie
546e333a3c
Allow Sys_Error to be hooked.
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This makes debugging builtins that wrap normal functions a little easier by
giving a progs dump when such an error occurs.
2016-01-03 23:04:00 +09:00
Bill Currie
735fcf68d5
Clean up usage of va_copy.
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AC_TYPE_VA_LIST is no longer necessary, and the code is easier to read.
2016-01-03 21:16:23 +09:00
Bill Currie
2cbb7cb0c8
Remove a redundant va_start/va_end pair.
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Found while checking how many places use va_copy.
2016-01-03 18:38:41 +09:00
Bill Currie
61c6a4b68e
Include config.h in model tests.
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The gcc inlining changes made it necessary.
2016-01-03 16:18:14 +09:00
Bill Currie
7b350b2a1b
Indicate calls to builtins when tracing.
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This makes following progs traces a little easier.
2016-01-03 16:13:59 +09:00
Bill Currie
331b054d4a
Fix an inappropriate reuse of a variable.
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Using "ax"is for the joystick "var"iable is a bit confusing.
2015-06-18 21:22:31 +09:00
Jeff Teunissen
890c83ff6e
Fix crash in classic GL
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GL sometimes crashes when building skins. This probably isn't the correct
fix (finding the situation where fb->tex can become NULL despite fb being
non-null is), but it does kill the segfault. Luckily, this is git and this
commit can just be reverted when the real fix shows up. :)
2014-10-16 13:45:39 -04:00
Bill Currie
d1f1375df5
Increase number of supported joystick buttons.
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Also fix a bug where despite supporting 32 buttons, only 18 were actually
supported, and a similar issue for the number of axes.
My saitek x52 has 34 buttons and 10 axes. Whee.
2014-08-17 11:35:40 +09:00
Johnny
d1a8c1b277
Color swizzle & software lighting fix
2014-02-03 16:20:54 +09:00
Bill Currie
d80342e0a8
Fix some compile errors from Johnny's patch.
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Turns out he has to compile without -Werror.
2014-02-02 16:42:08 +09:00
Johnny
850382eed4
Fixes crashes when sw32_r_pixbytes is set to 2 or 4
2014-02-02 16:22:53 +09:00
Bill Currie
9d71d9bb7a
Remove maxwarpwidth and maxwarpheight.
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Only the sw32 renderer even tried to use them, and they didn't get set
properly. This fixes JohnnyonFlame's waterwarp issue.
2014-02-02 14:41:58 +09:00
Bill Currie
946561ba44
Don't bail out prematurely when searching for files.
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This fixes the problem of not finding files without a .gz extension when
gzip support is enabled (most of my quake data is compressed, so it took a
while for me to notice the problem).
2014-01-29 16:13:24 +09:00
Bill Currie
99678a571b
Remove *.slc on make clean.
2014-01-28 16:26:24 +09:00
Bill Currie
ab3f554a0e
Limit the search for lit and ent files.
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The search for these files will stop in the vpath that contains the .bsp
file to which they belong. This will prevent problems with
id1/maps/start.lit being used for shadows/maps/start.bsp.
2014-01-28 16:22:05 +09:00
Bill Currie
8bea6a66ca
Create _QFS_VOpenFile and QFS_VOpenFile.
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_QFS_VOpenFile is actually _QFS_FOpenFile reimplemented to take vpath start
and end parameters so the search can be limited. QFS_VOpenFile,
_QFS_FOpenFile, and QFS_FOpenFile are all wrappers for _QFS_VOpenFile.
2014-01-28 16:22:05 +09:00
Bill Currie
3efb0c538f
Separate file search from loading.
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QFS_LoadFile (and its wrappers) now take a file handle rather than a
path. This will make vpath usage a little cleaner to implement.
2014-01-28 16:22:05 +09:00
Bill Currie
328b997843
Save the vpath in the model.
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This will be used for restricting searches for auxiliary model files.
2014-01-28 16:22:05 +09:00
Bill Currie
83c47aacef
Remove the stack loading from QFS_LoadFile.
2014-01-28 16:22:05 +09:00
Bill Currie
a561477274
Nuke QFS_LoadStackFile().
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It was used in only one place and is really not necessary (these days,
anyway).
2014-01-28 16:22:05 +09:00
Bill Currie
25a060f369
Remove the foundname param from _QFS_FOpenFile.
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It's now obsolete with qfs_foundfile.
2014-01-28 16:22:05 +09:00
Bill Currie
576c73cf7c
Replace qfs_file_from_pak with qfs_foundfile.
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This exposes the found name, vpath and in_pak status.
2014-01-28 16:22:05 +09:00
Bill Currie
e5148493db
Prepend qfs_ to file_from_pak.
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A little better name-spacing.
2014-01-28 16:22:05 +09:00
Bill Currie
82ded3fbe5
Fix some bitrot resulting from a rebase.
2014-01-28 16:22:05 +09:00
Bill Currie
5560696a65
Fix some unused variables.
2014-01-28 16:22:05 +09:00
Bill Currie
4b18501b00
Fix an uninitialized variable.
2014-01-28 16:22:05 +09:00
Bill Currie
40206904ba
Reimplement _QFS_FOpenFile using QFS_FindFile's internals.
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_QFS_FOpenFile does a full search, however.
2014-01-28 16:22:05 +09:00
Bill Currie
6b87ddbb7c
Add QFS_FindFile.
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QFS_FindFile's search can be constrained to begin or end at a certain
vpath.
2014-01-28 16:22:04 +09:00
Bill Currie
8bc2f7f6df
Print the vpath name when dumping the paths.
2014-01-28 16:22:04 +09:00
Bill Currie
098821e35d
Fix QFS_FilelistFill to work with vpaths.
2014-01-28 16:22:04 +09:00
Bill Currie
f05c7179c3
Split up the search paths into vpath chunks.
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A vpath is the union of all locations searched for a file in a single
gamedir (eg, shadows, id1 etc). This is a necessary step to preventing
problems like id1/maps/start.lit being used for shadows/maps/start.bsp.
However, QFS_FilelistFill still needs to be reworked as it does not compile
yet (testing was done with a gutted QFS_FilelistFill).
2014-01-28 16:22:04 +09:00
Bill Currie
6910c50a43
Clean up the #ifdef mess in _QFS_FOpenFile
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With proper initialization, only the one chunk of #ifdefs is needed. Now
the code is much easier to read.
2014-01-28 16:22:04 +09:00
Bill Currie
4d59282641
Find the remaining vertex attribute order issues.
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I hope. I do need to figure out why I made sprite blend an attribute
rather than a uniform.
2014-01-28 16:22:04 +09:00
Bill Currie
a5db0b1a65
Remove the now unnecessary GLSL_CompileShaderS().
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Now that the transition to using shader effects is comlete, there's no
need for the wrapper.
2014-01-28 16:22:04 +09:00
Bill Currie
57d2198140
Use the new shader system for iqm models.
2014-01-28 16:22:04 +09:00
Bill Currie
385175ca65
Use the new shader system for 2d drawing.
2014-01-28 16:22:04 +09:00
Bill Currie
c89e612cd4
Remove redundant fog and palette shader code.
2014-01-28 16:22:04 +09:00
Bill Currie
50bb40be29
Use the new shader system for sprites.
2014-01-28 16:22:04 +09:00
Bill Currie
68bd7e643d
Remove the long dead text vertex shader.
2014-01-28 16:22:04 +09:00
Bill Currie
1d67f8f0c3
Use the new shader system for textured particles.
2014-01-28 16:22:04 +09:00
Bill Currie
1a7b532927
Use the new shader system for point particles.
2014-01-28 16:22:04 +09:00
Bill Currie
3af6a640fe
Missed the old turb frag shader.
2014-01-28 16:22:04 +09:00
Bill Currie
a419fb2c92
Ensure the vertex coord attribute is attribute 0.
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It seems mesa still has the bug where non-array attributes don't work
when set as attribute 0, and that the allocation order changed sometime
since I last tested with mesa. This fixes the black world and flickering
alias models on my eeepc.
2014-01-28 16:22:04 +09:00
Bill Currie
042d6e5728
Remove a couple of stale files.
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Missed these in the bsp related commit.
2014-01-28 16:22:04 +09:00
Bill Currie
26fc0b74e6
Fix bsp water surfaces.
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Everything seems to be working for the bsp renderer.
2014-01-28 16:22:04 +09:00
Bill Currie
f43592589d
Use the new shader system in the bsp renderer.
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It mostly works. Skybox is untested, and water surfaces are broken.
2014-01-28 16:22:04 +09:00