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Show correct replacement for gl_lightmap cvar
Typos corrected
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16 changed files with 34 additions and 34 deletions
28
CHANGELOG
28
CHANGELOG
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@ -19,7 +19,7 @@ Quake II 8.10 to 8.20:
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0lvin)
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- Ported reverb effects from SkacikPLs Q2RTX fork. (by 0lvin)
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- Fix several coop related bugs with the powercubes. (by BjossiAlfreds)
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- A way better fix for dead bodys obstructing elevators or falling
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- A way better fix for dead bodies obstructing elevators or falling
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through the worldmodel. (by BjossiAlfreds)
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- Fix items already in water playing a splash sound at level start. (by
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BjossiAlfreds)
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@ -35,7 +35,7 @@ Quake II 8.01 to 8.10:
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- Add 'ref_gles3', an OpenGL ES 3.0 renderer lib. This is an variant
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of the OpenGL 3.2 renderer, using OpenGL ES instead of desktop OpenGL.
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It greatly enhances support for embedded GPUs like the RaspberryPI 4.
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- The Software renderer now supports colored lightning. It can be
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- The Software renderer now supports colored lighting. It can be
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enabled through `sw_colorlight`. (by 0lvin)
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- Another round of timing fixes. Implement `cl_maxfps -1` (the new
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default, existing configs are not altered) to automatically select
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@ -43,7 +43,7 @@ Quake II 8.01 to 8.10:
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framerate. This solves some subtile problems with stuttering entities.
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- Greatly improved support for joysticks and controllers. Devices can
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now be hotplugged at runtime, binding should be portable between
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differend controllers and there's a new menu for controller bindings.
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different controllers and there's a new menu for controller bindings.
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(by Jaime Moreira)
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- Add the `r_2D_unfiltered` and `r_videos_unfiltered` cvars. When
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enabled 2D elements like the HUD and videos are not filtered, they
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@ -76,9 +76,9 @@ Quake II 8.00 to 8.01:
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- Optimise command line parser and fix several subtle bugs. (by
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BjossiAlfreds)
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- Add `r_2D_unfiltered`, when set to `1` 2D elements aren't filtered.
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- Fix soldiers never chowing their pain skin as long as they're alive.
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- Fix soldiers never showing their pain skin as long as they're alive.
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- Fix relative paths in ZIP files not being found.
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- Add `gamemode` command for changing between singleplayer, deathmach
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- Add `gamemode` command for changing between singleplayer, deathmatch
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and coop. (by BjossiAlfreds)
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- Show a download progress bar when `cl_http_show_dw_progress` is set to
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`1`. (by David Carlier)
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@ -212,8 +212,8 @@ Quake II 7.30 to 7.40:
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And the display refresh rate detection no longer cripple working GPU
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drivers in an efford to work around bugs in older version of AMDs.
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- A lot of fixes to the internal memory management. The game is now
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much more memory efficient, this allows playing of extremly big maps
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without crashes. This is largly based upon work done by Denis Pauk.
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much more memory efficient, this allows playing of extremely big maps
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without crashes. This is largely based upon work done by Denis Pauk.
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- New and much more detailed documentation.
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- Enhancements to the software renderer. Retexturing packs are now
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supported, general cleanup and bugfixes. (by Denis Pauk)
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@ -244,7 +244,7 @@ Quake II 7.10 to 7.20:
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The configuration file will be converted at the first start, when an
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old cvar name is used a message is printed.
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- Make the client unicode compatible. Yamagi Quake II can now be
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installed into pathes with unicode characters in it. On Windows the
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installed into paths with unicode characters in it. On Windows the
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user name of the current account may contain unicode characters.
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As a side effect the game can run on ReFS volumes. While '+set
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basedir' is still supported, the unicode compatible '-datadir'
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@ -292,7 +292,7 @@ Quake II 7.01 to 7.02:
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vsync or the gl_maxfps cvar) with an accuracy of about +/- 1% as long
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as the hardware is fast enough. The framecounter was reimplemented
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to be much more precise.
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- Fix misspredictions if an original client running on Win32 connects
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- Fix mispredictions if an original client running on Win32 connects
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to a Yamagi Quake II server running on Linux/i386.
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Quake II 7.00 to 7.01:
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@ -331,7 +331,7 @@ Quake II 5.34 to 6.00:
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Quake II 5.33 to 5.34:
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- Add support for stereo 3D (by Valery Guskov)
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- Make gibt solid so they move with conveyor belts.
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- Make gibs solid so they move with conveyor belts.
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- Disable gl_ext_multitexturing by default.
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- Switch from an arch whitelist to an "all archs are supported"
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approach.
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@ -345,7 +345,7 @@ Quake II 5.32 to 5.33:
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- Better support for keyboards with AZERTY layout
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Quake II 5.31 to 5.32:
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- Fix problems with never openal-soft versions.
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- Fix problems with newer openal-soft versions.
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- Fix overbright bits not applied to regular meshes. (by David Reid)
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- Several improvements to GUI / HUD scaling. (by David Reid)
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- Don't stop generating gibs after map change.
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@ -391,7 +391,7 @@ Quake II 5.21 to 5.22:
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- Add support for MSAA through the gl_msaa_samples cvar.
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Quake II 5.20 to 5.21:
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- Fix a bug regaring mouse key handling (reported by phenixia2003)
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- Fix a bug regarding mouse key handling (reported by phenixia2003)
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- Correct MS Windows builds. Add official support for Win64. This
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still needs some testing.
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- Allow to shutdown the client by pressing ctrl-c or sending SIGTERM.
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@ -539,9 +539,9 @@ Quake II 2.10RC to 2.10RC2:
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- Slightly better game performance (~10 FPS)
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Quake II 2.00 to 2.10RC:
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- Automagical releases the mouse when the console is opened
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- Automagically releases the mouse when the console is opened
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- Increased the maximal amount of file descriptores from 64 to 256.
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This should fix some very rare crashes with 'The Reconing' and
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This should fix some very rare crashes with 'The Reckoning' and
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possible similar problems with mods. (reported by E. Müller)
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- Support for custom resolutions (by caedes and Yamagi)
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@ -35,7 +35,7 @@ if (MSVC)
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# ignore some compiler warnings
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add_compile_options(/wd4244 /wd4305) # possible loss of data/truncation (double to float etc; ignore)
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add_compile_options(/wd4018) # signed/unsigned missmatch
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add_compile_options(/wd4018) # signed/unsigned mismatch
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add_compile_options(/wd4996) # 'function': was declared deprecated (like all that secure CRT stuff)
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# don't show me warnings for system headers, why the fuck isn't this default
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add_compile_options(/experimental:external /external:W0)
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2
Makefile
2
Makefile
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@ -1072,7 +1072,7 @@ endif
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# ----------
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# Rewrite pathes to our object directory.
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# Rewrite paths to our object directory.
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CLIENT_OBJS = $(patsubst %,build/client/%,$(CLIENT_OBJS_))
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REFGL1_OBJS = $(patsubst %,build/ref_gl1/%,$(REFGL1_OBJS_))
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REFGL3_OBJS = $(patsubst %,build/ref_gl3/%,$(REFGL3_OBJS_))
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@ -174,7 +174,7 @@ support colored lighting.
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General cvars:
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* `cl_lights`: Set to `0` to disable the dynamic lightning.
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* `cl_lights`: Set to `0` to disable the dynamic lighting.
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Both OpenGL renderers:
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* `gl_texturemode`: Set to `GL_NEAREST` to disable the texture
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@ -212,7 +212,7 @@ Set `0` by default.
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* **g_fix_triggered**: This cvar, when set to `1`, forces monsters to
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spawn in normally if they are set to a triggered spawn but do not
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have a targetname. There are a few cases of this in GroundZero and
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have a targetname. There are a few cases of this in Ground Zero and
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The Reckoning. This cvar is disabled by default to maintain the
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original gameplay experience.
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@ -328,10 +328,10 @@ Set `0` by default.
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custom maps and is problematic with other custom maps.
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* **r_fixsurfsky**: Some maps misuse sky surfaces for interior
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lightning. The original renderer had a bug that made such surfaces
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mess up the lightning of entities near them. If set to `0` (the
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lighting. The original renderer had a bug that made such surfaces
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mess up the lighting of entities near them. If set to `0` (the
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default) the bug is there and maps look like their developers
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intended. If set to `1` the bug is fixed and the lightning correct.
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intended. If set to `1` the bug is fixed and the lighting correct.
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* **r_vsync**: Enables the vsync: frames are synchronized with
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display refresh rate, should (but doesn't always) prevent tearing.
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@ -21,7 +21,7 @@
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*
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* This is a signal handler for printing some hints to debug problem in
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* the case of a crash. On Linux a backtrace is printed. Additionally
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* a special handler for SIGINT and SIGTERM ist supplied.
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* a special handler for SIGINT and SIGTERM is supplied.
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*
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* =======================================================================
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*/
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@ -328,7 +328,7 @@ static void CL_StartHTTPDownload (dlqueue_t *entry, dlhandle_t *dl)
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static void CL_CheckAndQueueDownload(char *path)
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{
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// NOTE: The original r1q2 download code in r1q2 allowed
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// only // pathes made of plain ASCII chars. YQ2 is more
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// only // paths made of plain ASCII chars. YQ2 is more
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// or less UTF-8 clean, so we're allowing all characters.
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// Malicious filelists may have very long lines.
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length--;
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}
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// Make sure that there're no evil pathes in the filelist. Most
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// Make sure that there're no evil paths in the filelist. Most
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// of these should be pretty okay with YQ2 since we've got a much
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// better filesystem as other clients but let's stay consistent.
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//
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@ -127,7 +127,7 @@ int RI_PrepareForWindow(void)
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}
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/*
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* Enables or disabes the vsync.
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* Enables or disables the vsync.
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*/
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void RI_SetVsync(void)
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{
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@ -438,7 +438,7 @@ R_RenderBrushPoly(entity_t *currententity, msurface_t *fa)
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gl1_overbrightbits the result is different:
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0: Old behaviour.
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1: No overbright bits on the global scene but correct lightning on
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1: No overbright bits on the global scene but correct lighting on
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warping surfaces.
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2: Overbright bits on the global scene but not on warping surfaces.
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They oversaturate otherwise. */
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@ -378,7 +378,7 @@ extern glstate_t gl_state;
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void RI_UpdateGamma(void);
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/*
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* Enables or disabes the vsync.
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* Enables or disables the vsync.
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*/
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void RI_SetVsync(void);
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@ -134,7 +134,7 @@ qboolean GL3_IsVsyncActive(void)
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}
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/*
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* Enables or disabes the vsync.
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* Enables or disables the vsync.
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*/
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void GL3_SetVsync(void)
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{
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@ -502,7 +502,7 @@ R_FindImage(const char *name, imagetype_t type)
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return NULL;
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}
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/* just return white image if show lighmap only */
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/* just return white image if show lightmap only */
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if ((type == it_wall || type == it_skin) && r_lightmap->value)
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{
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return r_whitetexture_mip;
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@ -155,7 +155,7 @@ typedef struct
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// called by GLimp_InitGraphics() *after* creating render
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// context. Returns the actual drawable size in the width
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// and height variables. This may be differend from the
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// and height variables. This may be different from the
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// window size due to high dpi awareness.
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void (EXPORT *GetDrawableSize)(int* width, int* height);
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@ -88,7 +88,7 @@ replacement_t replacements[] = {
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{"gl_retexturing", "r_retexturing"},
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{"gl_shadows", "r_shadows"},
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{"gl_anisotropic", "r_anisotropic"},
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{"gl_lightmap", "r_lighmap"},
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{"gl_lightmap", "r_lightmap"},
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{"gl1_polyblend", "gl_polyblend"},
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{"gl_cull", "r_cull"},
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{"intensity", "gl1_intensity"}
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{
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if (!strcmp(var_name, replacements[i].old))
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{
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Com_Printf("cvar %s ist deprecated, use %s instead\n", replacements[i].old, replacements[i].new);
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Com_Printf("cvar %s is deprecated, use %s instead\n", replacements[i].old, replacements[i].new);
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var_name = replacements[i].new;
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}
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@ -419,7 +419,7 @@ FS_FOpenFile(const char *rawname, fileHandle_t *f, qboolean gamedir_only)
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}
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}
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// Pathes starting with a /. I'm not sure if this is
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// Paths starting with a /. I'm not sure if this is
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// a problem. It shouldn't hurt to remove the leading
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// slash, though.
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if (rawname[input] == '/' && output == 0)
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@ -63,7 +63,7 @@ int time_after_game;
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int time_before_ref;
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int time_after_ref;
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// Used in the network- and input pathes.
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// Used in the network- and input paths.
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int curtime;
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#ifndef DEDICATED_ONLY
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