This gets exclusively used by portal borders which means that for walls the setting is irrelevant but for flats it is needed to cover the portal surface so that translucent parts of the outer scene do not bleed through.
(cherry picked from commit d0aacd3ba8)
# Conflicts:
# src/gl/scene/gl_scene.cpp
src/gl/scene/gl_flats.cpp:215:3: error: cannot jump from this goto statement to its label
src/r_data/models/models.cpp💯18: error: no member named 'floor' in namespace 'std'
(cherry picked from commit 81f042f08b)
# Conflicts:
# src/gl/scene/gl_flats.cpp
This violated an important rule that a cast may not alter the expression's type and led to failed asserts elsewhere.
(cherry picked from commit 7d515e72c2)
Workaround initially implemented for MSVC 2015 is enabled with all Windows XP compatible toolsets regardless of Visual Studio version
(patch by _mental_)
Still it's a VS bug.
Remaining object(s) led to a potential crash on the next garbage collection cycle
Assertion failure was triggered during restarting in Debug configuration
(cherry picked from commit e085a8d58a)
Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product
(cherry picked from commit cce6c9a085)
src\polyrenderer\scene/poly_portal.cpp(142): warning C4800: 'line_t *': forcing value to bool 'true' or 'false' (performance warning)
(cherry picked from commit 7576068202)
- rename gl_InitModels to InitModels
- add commented out support for #include in modeldefs (blocked by gene tech having broken #include statements in its modeldef files)
(cherry picked from commit 91aec1689e)
- remove gl_ prefix for model functions that are no longer GL specific
(cherry picked from commit 31abe3df7e)
# Conflicts:
# src/gl/models/gl_models.h
# src/gl/scene/gl_scene.cpp
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# src/hwrenderer/textures/hw_precache.cpp
There are situations where lights on the wrong side of a linedef may be passed and those need to be skipped in the shader code.
(cherry picked from commit 3dc6ddbcc3)
At least on faster NVidia hardware, setting this to false and gl_finishbeforeswap to true gives a better experience because it reduces screen tearing - but the same setting will reduce frame rate quite dramatically on Intel and can cause bad stalls on some older GPUs when rendering camera textures.
(cherry picked from commit cc65490062)
src/r_data/models/models.cpp:418:33: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
src/r_data/models/models.cpp:427:38: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
src/r_data/models/models_ue1.cpp:49:37: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
(cherry picked from commit 9257c9cc0c)