Commit graph

46 commits

Author SHA1 Message Date
9df6ec6305
vmap: Add _entcontentflags, which like _entsurfaceflags controls content flags on a per brush-entity basis 2022-04-12 21:23:44 -07:00
f0c0c4f4a4
vmap: Add _entsurfaceflags. Which allows an entity (even func_detail) to add upon
surfaceflags of a brush. Experimental and hacky.
2022-04-12 20:52:09 -07:00
70932b8eab
ParsePatch: On older patch types we get our tess info from different segments 2022-03-28 20:56:37 -07:00
2f2c8e88be
patch.c: add sanity check for patches that have subdivisions set to 0 2022-03-28 14:13:49 -07:00
028f1ae2a0
patchDef2WS now is always treated as fixed, as it should be 2022-03-26 21:49:31 -07:00
ed1b1d6338
vmap: Detect 'generatelightmaps' inside prop_static to decide whether or
not to bake an entity into the .bsp or not.
2022-01-20 14:58:05 -08:00
eb4580ccbe
Add 'additive selection' toggle, so that users coming from Hammer can
make it so WorldSpawn unselects things before making a new selection.
2021-12-30 16:37:09 -08:00
11b15aec3d
Rip out indexmap, legacyTerrain code that is broken since we abuse vertex
colors for more interesting things now.
2021-11-01 23:59:54 +01:00
921c07a3f8
Fix vmap_remapMaterial/q3map_remapShader to carry over surfaceflag info 2021-10-31 18:48:24 +01:00
6eb872b4c0
Set up some sane vmap defaults. 2021-10-15 09:56:24 +02:00
Slartibarty
7b553f5b7a
Add support for targetless spotlights, fix bug with "light" keyvalues (#4) 2021-08-29 17:36:55 +02:00
99aebfc57b vmap: Simplify the last commit, by giving us what's basically areascale
for individual surfaces. (vmap_surfaceLightDistance and areascale for
light_surface)
2021-08-28 14:46:03 +02:00
c5bfadcf1a vmap: Added vmap_lightLinear, added vmap_lightLinearFade, plus light_surface
can now check for spawnflags 1 and has a valid 'fade' key value.
2021-08-28 13:44:15 +02:00
56603d6048 vmap: Fix _light/light handling, small PR slipup 2021-08-28 13:29:53 +02:00
5537a7c2b3 vmap: support for _light in light_environment 2021-08-26 00:24:16 +02:00
d23ad3e797
Merge pull request #3 from Joshua-Ashton/zhlt_ambient_color
Support for ZHLT sun spread angle and ambient light_environment color
2021-08-22 20:23:15 +02:00
Joshua Ashton
c5215a0737
Support for ZHLT's sun spread angle
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-22 19:16:20 +01:00
Joshua Ashton
ab6c146ddb
Support for ZHLT ambient light_environment color
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-22 19:12:54 +01:00
Joshua Ashton
9823977391
Add support for zhlt_lightflags
Support zhlt lightflags for shadow casting

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-22 19:05:12 +01:00
Joshua Ashton
fc0e5c3ccc
Handle Half-Life 1 styled point light info
This adds support for the vector version of _light, where the first 3 values are the color and the alpha is the intensity.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-22 15:43:11 +01:00
Joshua Ashton
f68d4836e1
Support for other formats of light_surface entities
In the light_surfaces we want to use, the light brighness is stored in the alpha of _light and the color as color255 in _texcolor.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-22 15:43:11 +01:00
de441e71fa Run uncrustify over the codebase. 2021-08-04 22:23:18 +02:00
4e16e2dd49 Change back some of the behaviour, because it'd break usability with
specialized functions.
2021-08-04 12:09:49 +02:00
661d11c87a vmap: implement style, bouncescale, backsplash_fraction and backsplash_distance keys into light_surface 2021-07-12 10:13:00 +02:00
b75af3b6c4 vmap: implement our own "light_surface" entity. 2021-07-12 09:26:05 +02:00
75565d2c0a vmap: no longer assume any entity with a classname starting with light* is
meant to be a static light.
2021-07-09 14:59:55 +02:00
90d3f523bb vmap: patches will now be affected by func_detail_illusionary as well. 2021-07-09 08:04:30 +02:00
cea3bc68d9 vmap: Fix broken implementation of func_detail_illusionary 2021-07-08 23:43:59 +02:00
223182aac5 vmap: Allow non underscore versions of light key/value pairs 2021-06-29 21:11:40 +02:00
cf3b669731 vmap: Map -game to -fs_game 2021-06-26 11:20:58 +02:00
cfd78e199f Use pkg-config for gtkglext and some others 2021-06-07 08:20:34 +02:00
3f71230030 Update globaldefs.h to fix the POSIX check and disable our Makefile hard-
code of -DPOSIX
2021-06-06 19:08:06 +02:00
b67ea9efd7 Minimize the compiler flags we have to pass by removing the VERSION stuff 2021-06-05 17:43:12 +02:00
cf3454caba Merge contrib with plugins. Add LICENSE for prtview. 2021-06-02 14:43:14 +02:00
af91433555 Destroy the cmake dependency. 2021-06-02 12:31:03 +02:00
6e06c8c301 Add option to disable the building of vmap. 2021-01-16 19:30:10 +01:00
f55bf7f4bd Fix ambigous template arguments. 2021-01-16 16:46:35 +01:00
79b2c431b2 Work towards redoing some of the UX has begun, affecting our side-bar, the
way we spawn and manipulate objects... etc. Mail the feedback.
2020-12-19 21:17:19 +01:00
c50162e8b7 vmap: Read .mat files directly instead of relying on shaderlist.txt files
and massive .shader dumps.
2020-12-12 18:59:40 +01:00
41278035f0 vmap: Change starting-id for switchable lights at 12. 2020-12-09 16:46:05 +01:00
f63e9baab4 vmap: We no longer have the minimap code, so strip the help output for it. 2020-12-08 13:14:47 +01:00
7f2d9153e2 Dropped support for the RtCW lighting model (linear only). You can still
mark select lights as linear if you please.
2020-12-07 18:58:58 +01:00
4891ea16f8 Delete -cpma light flag. As we cannot support it. -slow is now replacing
the -fast flag that should really be the default.
2020-12-07 17:02:57 +01:00
a29edbe997 Get rid of -flares and -noflares. As you should really use the game-logic
for client-side effects like this.
2020-12-07 16:20:32 +01:00
b171b07149 vmap: Tone down the radiosity bounce by this magic number someone at Radiant pulled out of their hat 2020-11-17 13:01:30 +01:00
600a90924e Initial commit 2020-11-17 12:16:16 +01:00