// menu_conwidth, menu_conheight are set inside quake.rc
v_deathtilt 0 // needed for spectators (who are dead to avoid prediction)
+// we want to use sRGB for our maps!
+exec sRGB-disable.cfg
+
// these settings determine how much the view is affected by movement/damage
cl_smoothviewheight 0.05 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition
cl_deathfade 0 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)
r_mipsprites 1
r_mipskins 1
r_shadow_realtime_world_lightmaps 1
-seta r_ambient 4
cl_decals_fadetime 5
cl_decals_time 2
seta cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only"
scr_loadingscreen_scale_base 1
scr_loadingscreen_scale_limit 2
-// sRGB configuration (EXPERIMENTAL, needs maps to be relit)
-alias sRGBcorrect_on "r_texture_sRGB_skin_diffuse 1;r_texture_sRGB_skin_gloss 1;r_texture_sRGB_skin_glow 1;r_texture_sRGB_reflect 1;r_texture_sRGB_skybox 1;v_gamma 2.2;r_restart"
-alias sRGBcorrect_off "r_texture_sRGB_skin_diffuse 0;r_texture_sRGB_skin_gloss 0;r_texture_sRGB_skin_glow 0;r_texture_sRGB_reflect 0;r_texture_sRGB_skybox 0;v_gamma 1.0;r_restart"
-
// other config files
exec balanceXonotic.cfg
exec ctfscoring-ai.cfg
e.addValue(e, _("2x"), "2");
e.addValue(e, _("4x"), "4");
e.configureXonoticTextSliderValues(e);
+ setDependent(e, "r_viewfbo", 0, 0);
me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(2, 0, "r_viewfbo", _("High-quality frame buffer")));
+ setDependent(e, "vid_samples", 1, 1);
me.TR(me);
me.TD(me, 1, 1.1, e = makeXonoticTextLabel(0, _("Texture resolution:")));
me.TD(me, 1, 2, e = makeXonoticPicmipSlider());
me.TDempty(me, 0.2);
me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "v_glslgamma", _("Use GLSL to handle color control")));
setDependent(e, "vid_gl20", 1, 1);
+ me.TR(me);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticTextLabel(0, _("Vertex Buffer Objects (VBOs)")));
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "gl_vbo", "2", _("Vertices")));
me.TD(me, 1, 1.9, e = makeXonoticRadioButton(1, "gl_vbo", "1", _("Vertices and Triangles")));
- me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticTextLabel(0, _("Frame Buffer Objects (FBOs)")));
- me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "r_viewfbo", "0", _("None")));
- me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "r_viewfbo", "1", _("8bit")));
- me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "r_viewfbo", "2", _("16bit HDR")));
- me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "r_viewfbo", "3", _("32bit HDR")));
me.TR(me);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Depth first:")));
me.TR(me);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, ZCTX(_("LIT^Ambient:"))));
- me.TD(me, 1, 2, e = makeXonoticSlider(0, 20.0, 1.0, "r_ambient"));
+ me.TD(me, 1, 2, e = makeXonoticSlider(0, 20.0, 0.25, "r_ambient"));
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Intensity:")));
me.TD(me, 1, 2, e = makeXonoticSlider(0.5, 2.0, 0.05, "r_hdr_scenebrightness"));