{
{
{0.0, 0.0, 0.5, 0.5},
- {0.0, 0.0, 0.0, 0.0},
- {0.0, 0.0, 0.0, 0.0},
+ {0.0, 0.0, 0.0, 0.5},
+ {0.0, 0.0, 0.0, 0.5},
{0.0, 0.0, 0.0, 1.0}
}
};
bumptexture = r_shadow_blankbumptexture;
if (!glosstexture)
glosstexture = r_shadow_blankglosstexture;
+ GL_DepthMask(false);
+ GL_DepthTest(true);
if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
{
if (lighting & LIGHTING_DIFFUSE)
if (lighting & LIGHTING_DIFFUSE)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
memset(&m, 0, sizeof(m));
m.pointer_vertex = vertex3f;
-n darkplaces: write a readme (Antti)
-n dpmod: make grapple off-hand (joe hill)
-n darkplaces: add DP_SV_ROTATINGBMODEL extension to explain that MOVETYPE_PUSH/SOLID_BSP support rotation in darkplaces and a demonstration of how to use it without qc modifications (Uffe, Supajoe)
+d darkplaces: fix 2D attenuation texturing which is all black
+0 darkplaces: allow typing characters > 128 to allow Latin1 fonts to be used properly (Urre)
+0 darkplaces: make sure the engine uses only the first 32 special chars, so the high set can be replaced (Urre)
0 dpmod: make spawning use viewzoom to start zoomed out 2.0 and then zoom in to 1.0 (Urre)
0 darkplaces: add DP_SENSITIVITYSCALE extension which scales sensitivity on client like viewzoom does, but without affecting fov, note if this is non-zero it overrides viewzoom sensitivity entirely, it does not scale it (Urre)
0 darkplaces: bump protocol number again and expand viewzoom to two bytes (8bit.8bit fixedpoint instead of 0.8bit like it is now) (Urre)