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444d611068
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defaultwall.glsl: Remove SCROLL permutation ifdef.
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2023-10-11 01:05:29 -07:00 |
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1c58be4cdb
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GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler
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2022-04-18 21:12:04 -07:00 |
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a687d7b330
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Various tweaks to documentation inside the codebase, more verbose general
information prints to console to aid non-devs in sending bug reports and
finding other issues. Updates to some of the GLSL. Minor material fixes.
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2022-02-23 01:17:05 -08:00 |
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d41c770393
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func_physbox and prop_physics now respect the 'start asleep' spawnflags
they have.
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2022-01-20 10:37:17 -08:00 |
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1716e740cf
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Go over the vertexlit shader again.
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2022-01-13 10:47:51 -08:00 |
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1d5cb6dcdb
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Platform: Rework defaultskin and defaultwall glsl their 'gl_ldr' hack to
how certain GoldSrc games look, with more accurate lightmap banding.
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2022-01-10 17:41:01 -08:00 |
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c920e4c3e8
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NSRenderableEntity: Support for scrolling textures (requires shader
overrides for now, stay tuned) with variable speeds. Improvements to
func_conveyor, other rendering fix involving alphamasking textures.
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2022-01-02 20:50:50 -08:00 |
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623754ec5a
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GLSL, NSRenderableEntity: Added hack to prevent alphatesting against world
surfaces utilizing the default lightmapped shader.
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2021-12-31 01:47:47 -08:00 |
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05b76160e1
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Platform: Added r_skipLightmap to the GLSL where applicable
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2020-10-27 07:07:19 +01:00 |
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5a419d827e
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Platform: Add fog4 pass into default model/BSP rendering code. Also some water stuff.
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2020-10-25 15:10:16 +01:00 |
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cce2429308
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Added gl_stipplealpha for fun, as well as rm_unlit_additive and rm_unlit_texture
to override the expected behaviour of rendering additive/texture rendermode
surfaces fullbright.
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2020-10-24 07:04:30 +02:00 |
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d0231eee50
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Platform: Added per-wall kernel dithering, cvar gl_kdither 0/1
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2020-10-08 12:03:52 +02:00 |
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b6e9aceb02
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
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