Fix CalcFog in generic_vp.glsl to fog fogged surfaces.
Now it's the same as CalcFog in fogpass_vp.glsl.
Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on.
This makes pasting in client console and UI edit fields work on X11 and OS X.
Sys_GetClipboardData is only used by client, so returning NULL in dedicated is fine.
External GLSL should probably only be used for development testing,
not released products. The GLSL files are tied to the code, and the
code changes some what often.
Fixes using OpenArena 0.8.8 which has incompatible GLSL files in a pk3.
The text lines don't meet at top of the sceen in 1920x1080, restore
drawing a cut off line across the top. In 640x480 this line isn't seen
at all. This is still better then trying to draw twice as many lines
than are actually seen (the way it was before the last commit).
In the renderers, dlightbits are never cleared from world surfaces.
The dlight image does not repeat, so if it draws on extra surfaces it's
not visible.
However if using a repeating image (tr.defaultImage instead of tr.dlightImage);
* In OpenGL1 image is only drawn on surfaces close to dlight origin.
* In OpenGL2 image is draw on surfaces clearly outside the dlight radius, including past non-dlighted surfaces.
It seems there was a similar issue with pshadowBits. So update surface
dlightBits even if 0, like already done for pshadowBits. This causes
only surfaces close to origin to be affected. (Though it is a little
farther than in OpenGL1.)
I have no idea why this isn't a problem in OpenGL1.
Zero length lightmap lump will have NULL tr.lightmaps.
OpenGL1 already has this check, because r_vertexLight 1
would crash Team Arena. OpenGL2 does not disable loading lightmaps
when r_vertexLight is 1 though, so it does not have that issue.
SDL1.2 branch disables key repeat when key catcher is 0.
Presumably to prevent binds from executing multiple times.
SDL2 replaced being able to disabled key repeat using SDL_EnableKeyRepeat
with a non-zero repeat value in the key event.
UI's PositionRotatedEntityOnTag is different than CGame's and
UI has switched pitch/roll for Gauntlet/BFG axis to get it to
look like /close to/ how it looks in CGame.
Making UI use the same *PositionRotatedEntityOnTag and axis as
CGame fixes the Gauntlet blade being wobbly in controls menu.