Con_Printf("^1%s: invalid DXT1 DDS image\n", filename);
return NULL;
}
- if(r_texture_dds_load_alphamode.integer && (flags & TEXF_ALPHA))
+ if (flags & TEXF_ALPHA)
{
- if(r_texture_dds_load_alphamode.integer == 1)
+ if (r_texture_dds_load_alphamode.integer == 1)
{
// check alpha
for (i = 0;i < size;i += bytesperblock)
else
flags &= ~TEXF_ALPHA;
}
+ else if (r_texture_dds_load_alphamode.integer == 0)
+ textype = TEXTYPE_DXT1A;
else
{
flags &= ~TEXF_ALPHA;
cvar_t physics_ode_world_damping_angular_threshold = {0, "physics_ode_world_damping_angular_threshold", "0.01", "world angular damping threshold (see ODE User Guide); use defaults when set to -1"};
cvar_t physics_ode_world_gravitymod = {0, "physics_ode_world_gravitymod", "1", "multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used"};
cvar_t physics_ode_iterationsperframe = {0, "physics_ode_iterationsperframe", "1", "divisor for time step, runs multiple physics steps per frame"};
-cvar_t physics_ode_constantstep = {0, "physics_ode_constantstep", "1", "use constant step (sys_ticrate value) instead of variable step which tends to increase stability"};
+cvar_t physics_ode_constantstep = {0, "physics_ode_constantstep", "1", "use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value"};
cvar_t physics_ode_autodisable = {0, "physics_ode_autodisable", "1", "automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster"};
cvar_t physics_ode_autodisable_steps = {0, "physics_ode_autodisable_steps", "10", "how many steps object should be dormant to be autodisabled"};
cvar_t physics_ode_autodisable_time = {0, "physics_ode_autodisable_time", "0", "how many seconds object should be dormant to be autodisabled"};
prvm_edict_t *ed;
world->physics.ode_iterations = bound(1, physics_ode_iterationsperframe.integer, 1000);
- if (physics_ode_constantstep.integer)
- world->physics.ode_step = sys_ticrate.value / world->physics.ode_iterations;
+ if (physics_ode_constantstep.integer > 0 && physics_ode_constantstep.integer < 1)
+ world->physics.ode_step = physics_ode_constantstep.integer / world->physics.ode_iterations;
+ else if (physics_ode_constantstep.integer)
+ world->physics.ode_step = sys_ticrate.integer / world->physics.ode_iterations;
else
world->physics.ode_step = frametime / world->physics.ode_iterations;
world->physics.ode_movelimit = physics_ode_movelimit.value / world->physics.ode_step;