lordhavoc [Mon, 10 Jun 2002 21:42:18 +0000 (21:42 +0000)]
cleaned up order of bbox checks (whether to use the normal mins/maxs, or the clipmins/maxs, or the hullmins/maxs), and made use of areanodes culling optional (sv_useareanodes 0 will cause it to check against all entities every move, for debugging)
lordhavoc [Mon, 10 Jun 2002 19:07:21 +0000 (19:07 +0000)]
get rid of velocity jittering on rain and snow, except for horizontal jitter on snow while falling (since that is a desired effect), should make snow work at low velocities
lordhavoc [Sun, 9 Jun 2002 00:30:10 +0000 (00:30 +0000)]
SV_PointContents removed (all calls replaced with Mod_PointInLeaf, which is faster)
SV_HullPointContents removed (no longer needed)
SV_TestEntityPosition now returns an int (true if in solid) rather than an edict_t *
sv_jumpstep added - step up while airborn, for example when jumping
sv_wallfriction added - to allow it to be turned off if desired
fly and noclip movement for players is now more like swimming
lordhavoc [Sun, 9 Jun 2002 00:20:49 +0000 (00:20 +0000)]
timer now simply returns same time twice if the time input wraps, and posts a warning about this occurring, rather than doing a Sys_Error
cleaned up lots of code, mostly timer related.
lordhavoc [Sat, 1 Jun 2002 21:27:23 +0000 (21:27 +0000)]
added -texgamma, -texcontrast, -texbrightness, these manipulate the palette (note: only affects quake palette images) in ways similar to qgamma (or so I assume, having never used it), possibly useful, sorta
lordhavoc [Sat, 1 Jun 2002 21:04:36 +0000 (21:04 +0000)]
use volatile on icolor and fcolor pointers in GL_ConvertColorsFloatToByte to avoid aliasing problems (aliasing is exactly what that code is doing, after all)
lordhavoc [Wed, 22 May 2002 09:57:49 +0000 (09:57 +0000)]
added RecursiveHullCheckPoint for quicker tracing of a single point (that is to say: start == end)
rewrote RecursiveHullCheck a few times trying to improve it and gave up (epsilons are finicky), mostly reverted, however the mid point calculation is more accurate
(this fixes the 'can't move' bug)
lordhavoc [Wed, 22 May 2002 03:17:50 +0000 (03:17 +0000)]
fix a bunch of pointer type warnings introduced by the change to const parameters in R_ConcatRotations and R_ConcatTransforms (now take float * instead of two dimensional array)
lordhavoc [Tue, 21 May 2002 10:47:23 +0000 (10:47 +0000)]
split out RecursiveHullCheck and related code into collision.c (shared by client and server, doesn't care what an entity is), and cl_collision.c (CL_TraceLine and related code), this cleans up a lot of messy RecursiveHullCheck calls, replacing them with Collision_ClipTrace calls
also removed some commented out code
and fixed an epsilon glitch in RecursiveHullCheck which was mostly visible when shooting a gun along a wall at angles nearly parallel with the wall
lordhavoc [Thu, 16 May 2002 06:54:20 +0000 (06:54 +0000)]
now fetchs wgl functions
now works with all drivers I would hope (tries both wglGetProcAddress and GetProcAddress to get a function's address)
now detects both glDrawRangeElements (1.2 function) and GL_EXT_draw_range_elements (1.1 and above extension)
now tunes gl_mesh_maxtriangles based on DrawRangeElements limitations reported by driver (if available)
lordhavoc [Wed, 15 May 2002 08:56:45 +0000 (08:56 +0000)]
muzzleflash fades out
changed .lights file format very slightly to add customizable distance bias (softness)
now splits surface meshs bigger than 1000 tris into multiple smaller ones automatically while loading
lordhavoc [Wed, 15 May 2002 02:30:05 +0000 (02:30 +0000)]
sv_stepheight cvar, SV_Init now calls SV_Phys_Init, and another unsuccessful attempt to make items float in air if spawned on soon-deleted platforms (mapper trick for floating items)
lordhavoc [Tue, 14 May 2002 10:43:25 +0000 (10:43 +0000)]
search for GL functions using GetProcAddress on win32 instead of wglGetProcAddress (which only lists extensions, apparently), fixes inability to find GL 1.1.0 functions in 3dfx driver (maybe NVIDIA and others, only tested 3dfx)
lordhavoc [Tue, 14 May 2002 10:40:35 +0000 (10:40 +0000)]
independent control of gl_mesh_maxtriangles and gl_mesh_transtriangles (that is to say you can have more transparent triangles than normal ones, they get rendered in batchs anyway)
also a check for meshs too big for 3DFX drivers, which might fix problems for some people, I dunno, I was unable to reproduce the problem on my voodoo2 this time (has occurred in the past, maybe something else is broken in the gl_backend preventing it from overflowing the vertex buffers of the driver)
lordhavoc [Sat, 4 May 2002 12:08:45 +0000 (12:08 +0000)]
cleaned up and fixed collisions with brush models (example: you can now ramp jump and hit the light fixture in e4m1 in dp mod), now uses 3 different bounding boxes for the trace (hullmins/hullmaxs for collisions with brush models, mins/maxs for collisions with normal entities, mins2/maxs2 for collisions with monsters), and the movebounds use the largest of the bounding boxes to ensure proper collisions
items suspended in the air on a func_door (or similar) entity which is then killed by a trigger, should now continue floating in the air (this is a gross hack, to make suspended items in various maps stay in the air)
fix for savegames containing newlines inside strings (now they are converted to escape codes, which COM_Parse will happily dismantle again when loading)
removed silly uses of 'long' (now int, or qbyte *, depending on the way it was used), and changed memheader sentinels to work on processors which can not handle unaligned memory access (Sparc for example)
lordhavoc [Sat, 30 Mar 2002 05:04:54 +0000 (05:04 +0000)]
added cl_avidemo cvar (saves a series of tga images named gamedir/dpavi000000.tga and so on, the parameter to it is the framerate to save, locks framerate to this while saving, set back to 0 to stop - note there is sound saving code but it is commented out because it's always desynchronized to the video because quake has such a lousy sound engine)
lordhavoc [Wed, 27 Mar 2002 03:44:35 +0000 (03:44 +0000)]
reorganized shader rendering calls to process the whole surface chain multiple times in the shader function (pretty fast), rather than calling the shader function multiple times per surface (slow!)
lordhavoc [Wed, 27 Mar 2002 00:34:02 +0000 (00:34 +0000)]
added some (not yet used) key config menu code, part of a redesign for loading the key config menu layout from configs (more specifically default.cfg in DP mod and any others that use it)
lordhavoc [Wed, 20 Mar 2002 17:31:29 +0000 (17:31 +0000)]
fix for CreatePath creating a directory of the drive's letter in windows (d:\quake created a d directory, then d: (ignored), then d:\quake, now creates d: (ignored), then d:\quake) (thanks Elric)
lordhavoc [Sun, 17 Mar 2002 16:32:02 +0000 (16:32 +0000)]
added EF_STARDUST effect (showering golden sparks, and the entity glows)
reduced rocket glow a little
made blood stains brighter again (so you can at least see the floor)
EF_STARDUST and EF_FLAME now create a fixed size effect rather than attempting to use the model bounding box (which is too big usually)