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https://github.com/ReactionQuake3/reaction.git
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Added UI options for Cascaded Shadow Maps
This commit is contained in:
parent
eca97b3dd3
commit
4b89353f50
3 changed files with 56 additions and 10 deletions
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@ -1,3 +1,4 @@
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- Added UI options for Cascaded Shadow Maps
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- Changed com_zoneMegs to 128 (from 64)
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- Changed com_zoneMegs to 128 (from 64)
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- Adjust default auto-exposure a bit higher.
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- Adjust default auto-exposure a bit higher.
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- Added .mtr file support. .mtr files are just .shader files that are accessed first.
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- Added .mtr file support. .mtr files are just .shader files that are accessed first.
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@ -5686,6 +5686,7 @@ static void UI_Update(const char *name)
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trap_Cvar_SetValue("ui_filteringMode", 1);
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trap_Cvar_SetValue("ui_filteringMode", 1);
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trap_Cvar_SetValue("ui_shaderLevel", 1);
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trap_Cvar_SetValue("ui_shaderLevel", 1);
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trap_Cvar_SetValue("ui_shadowMaps", 2);
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break;
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break;
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case 2: // crappiest
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case 2: // crappiest
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trap_Cvar_SetValue("cg_brassTime", 0);
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trap_Cvar_SetValue("cg_brassTime", 0);
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@ -5709,6 +5710,7 @@ static void UI_Update(const char *name)
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trap_Cvar_SetValue("ui_filteringMode", 0);
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trap_Cvar_SetValue("ui_filteringMode", 0);
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trap_Cvar_SetValue("ui_shaderLevel", 0);
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trap_Cvar_SetValue("ui_shaderLevel", 0);
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trap_Cvar_SetValue("ui_shadowMaps", 0);
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break;
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break;
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case 3: // crap
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case 3: // crap
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trap_Cvar_SetValue("cg_brassTime", 7500);
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trap_Cvar_SetValue("cg_brassTime", 7500);
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@ -5732,6 +5734,7 @@ static void UI_Update(const char *name)
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trap_Cvar_SetValue("ui_filteringMode", 1);
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trap_Cvar_SetValue("ui_filteringMode", 1);
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trap_Cvar_SetValue("ui_shaderLevel", 0);
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trap_Cvar_SetValue("ui_shaderLevel", 0);
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trap_Cvar_SetValue("ui_shadowMaps", 1);
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break;
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break;
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case 4: // high quality
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case 4: // high quality
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trap_Cvar_SetValue("cg_brassTime", 20000);
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trap_Cvar_SetValue("cg_brassTime", 20000);
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@ -5755,6 +5758,7 @@ static void UI_Update(const char *name)
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trap_Cvar_SetValue("ui_filteringMode", 4);
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trap_Cvar_SetValue("ui_filteringMode", 4);
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trap_Cvar_SetValue("ui_shaderLevel", 1);
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trap_Cvar_SetValue("ui_shaderLevel", 1);
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trap_Cvar_SetValue("ui_shadowMaps", 2);
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break;
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break;
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case 5: // highest quality
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case 5: // highest quality
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trap_Cvar_SetValue("cg_brassTime", 20000);
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trap_Cvar_SetValue("cg_brassTime", 20000);
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@ -5778,6 +5782,7 @@ static void UI_Update(const char *name)
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trap_Cvar_SetValue("ui_filteringMode", 5);
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trap_Cvar_SetValue("ui_filteringMode", 5);
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trap_Cvar_SetValue("ui_shaderLevel", 1);
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trap_Cvar_SetValue("ui_shaderLevel", 1);
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trap_Cvar_SetValue("ui_shadowMaps", 3);
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break;
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break;
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}
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}
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} else if (Q_stricmp(name, "ui_filteringMode") == 0) {
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} else if (Q_stricmp(name, "ui_filteringMode") == 0) {
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@ -5826,6 +5831,30 @@ static void UI_Update(const char *name)
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trap_Cvar_SetValue("r_specularMapping", 1);
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trap_Cvar_SetValue("r_specularMapping", 1);
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break;
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break;
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}
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}
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} else if (Q_stricmp(name, "ui_shadowMaps") == 0) {
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switch (val) {
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// cascaded shadow maps
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case 0: // disabled
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trap_Cvar_SetValue("r_sunShadows", 0);
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trap_Cvar_SetValue("r_shadowFilter", 0);
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trap_Cvar_SetValue("r_shadowMapSize", 0);
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break;
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case 1: // low
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trap_Cvar_SetValue("r_sunShadows", 1);
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trap_Cvar_SetValue("r_shadowFilter", 1);
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trap_Cvar_SetValue("r_shadowMapSize", 512);
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break;
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case 2: // medium
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trap_Cvar_SetValue("r_sunShadows", 1);
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trap_Cvar_SetValue("r_shadowFilter", 2);
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trap_Cvar_SetValue("r_shadowMapSize", 1024);
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break;
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case 3: // high
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trap_Cvar_SetValue("r_sunShadows", 1);
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trap_Cvar_SetValue("r_shadowFilter", 2);
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trap_Cvar_SetValue("r_shadowMapSize", 2048);
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break;
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}
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} else if (Q_stricmp(name, "ui_mousePitch") == 0) {
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} else if (Q_stricmp(name, "ui_mousePitch") == 0) {
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if (val == 0) {
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if (val == 0) {
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trap_Cvar_SetValue("m_pitch", 0.022f);
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trap_Cvar_SetValue("m_pitch", 0.022f);
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@ -276,7 +276,23 @@ Group # 1 - Graphics
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action { uiScript glCustom ; uiScript update "ui_shaderLevel" }
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action { uiScript glCustom ; uiScript update "ui_shaderLevel" }
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ASSIGN_HINT("hint_shader")
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ASSIGN_HINT("hint_shader")
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END_OPTION
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END_OPTION
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ADD_HINT("hint_shader", "Use per-pixel lighting to improve render quality", "group1")
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ADD_HINT("hint_shader", "Enable normal mapping and specular reflectivity", "group1")
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// Cascaded Shadow Maps //
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BEGIN_OPTION("Cascaded Shadow Maps", "ui_shadowMaps", ITEM_TYPE_MULTI, 7, 1)
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cvarFloatList {
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"Off" 0
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"Low" 1
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"Medium" 2
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"High" 3
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}
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OPTION_BELOW("gr1_ctrl6")
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action { uiScript glCustom ; uiScript update "ui_shadowMaps" }
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ASSIGN_HINT("hint_csm")
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END_OPTION
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ADD_HINT("hint_csm", "Enable sunlight and cascaded shadow maps", "group1")
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// Lightmap/vertex //
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// Lightmap/vertex //
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@ -294,13 +310,13 @@ Group # 1 - Graphics
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// Geometric detail //
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// Geometric detail //
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BEGIN_OPTION("Geometric Detail", "r_lodbias", ITEM_TYPE_MULTI, 7, 1)
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BEGIN_OPTION("Geometric Detail", "r_lodbias", ITEM_TYPE_MULTI, 8, 1)
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cvarFloatList {
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cvarFloatList {
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"High" 0
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"Medium" 1
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"Low" 2
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"Low" 2
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"Medium" 1
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"High" 0
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}
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}
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OPTION_BELOW("gr1_ctrl6")
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OPTION_BELOW("gr1_ctrl7")
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action { uiScript glCustom ; uiScript update "r_lodbias" }
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action { uiScript glCustom ; uiScript update "r_lodbias" }
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ASSIGN_HINT("hint_geodetail")
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ASSIGN_HINT("hint_geodetail")
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END_OPTION
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END_OPTION
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@ -309,14 +325,14 @@ Group # 1 - Graphics
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// Texture detail //
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// Texture detail //
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BEGIN_OPTION("Texture Detail", "r_picmip", ITEM_TYPE_MULTI, 8, 1)
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BEGIN_OPTION("Texture Detail", "r_picmip", ITEM_TYPE_MULTI, 9, 1)
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cvarFloatList {
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cvarFloatList {
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"Very Low" 3
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"Very Low" 3
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"Low" 2
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"Low" 2
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"Medium" 1
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"Medium" 1
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"High" 0
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"High" 0
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}
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}
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OPTION_BELOW("gr1_ctrl7")
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OPTION_BELOW("gr1_ctrl8")
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action { uiScript glCustom ; }
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action { uiScript glCustom ; }
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ASSIGN_HINT("hint_texdetail")
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ASSIGN_HINT("hint_texdetail")
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END_OPTION
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END_OPTION
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@ -340,8 +356,8 @@ Group # 1 - Graphics
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// Compressed textures //
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// Compressed textures //
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BEGIN_OPTION("Compress Textures", "r_ext_compressed_textures", ITEM_TYPE_YESNO, 9, 1)
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BEGIN_OPTION("Compress Textures", "r_ext_compressed_textures", ITEM_TYPE_YESNO, 10, 1)
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OPTION_BELOW("gr1_ctrl8")
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OPTION_BELOW("gr1_ctrl9")
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action { uiScript glCustom ; }
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action { uiScript glCustom ; }
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ASSIGN_HINT("hint_compress")
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ASSIGN_HINT("hint_compress")
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END_OPTION
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END_OPTION
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@ -353,7 +369,7 @@ Group # 1 - Graphics
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itemdef {
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itemdef {
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name "btn_apply,fade_alpha,allgroups,group1"
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name "btn_apply,fade_alpha,allgroups,group1"
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style WINDOW_STYLE_EMPTY
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style WINDOW_STYLE_EMPTY
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alignrect "gr1_ctrl9" ITEM_ALIGN_RIGHT 0 24 80 VSIZE
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alignrect "gr1_ctrl10" ITEM_ALIGN_RIGHT 0 24 80 VSIZE
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type ITEM_TYPE_BUTTON
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type ITEM_TYPE_BUTTON
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text "^_A^_pply >"
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text "^_A^_pply >"
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shortcutKey "A"
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shortcutKey "A"
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