Thomas Debesse [Tue, 25 Apr 2017 23:02:51 +0000 (01:02 +0200)]
do not copypaste zlib
unzip.c contains many bits from an older zlib which mismatches with newer zlib loaded by libpng.
This fix just make unzip.c relying on zlib like libpng does, without copypasting it.
Thomas Debesse [Mon, 13 Mar 2017 02:41:55 +0000 (03:41 +0100)]
introduce dpk / dpkdir support
- do not rely on game name but on new dpk format
to check for DEPS and versions
- pk3 / pk3dir support is for legacy paks only
- add pk4dir support for free (legacy paks)
replace unvanquished references by daemon ones
in function/variable name for versionned vfs code
Thomas Debesse [Sat, 15 Oct 2016 18:00:27 +0000 (20:00 +0200)]
More: Using Sys_FPrintf with SYS_WRN and SYS_ERR
This commit do the same as “Using Sys_FPrintf with SYS_WRN and SYS_ERR” commit by @Pan7 (a288b9c) for occurrences that were left untouched (tools/ subtree only).
TimePath [Fri, 7 Oct 2016 13:57:13 +0000 (13:57 +0000)]
Merge branch 'nobigfirst' into 'master'
revert "allocate bigger first"
partial revert of d4fa608 ([L2313](https://gitlab.com/xonotic/netradiant/commit/8bc246a01343d9c9dd3a8b678681710cf04a2953#416ec0c19ddc04c6485e9853a0c8a125f98dca13_2295_2313))
see #54 ([13326399](https://gitlab.com/xonotic/netradiant/issues/54#note_13326399))
"allocate bigger first" change was meant to save allocation time keeping same lightmap file size, actually wastes both time and size
TimePath [Thu, 30 Jun 2016 11:33:02 +0000 (11:33 +0000)]
Merge branch 'default-srgb-color-fix' into 'master'
Fix default minimum/ambience color for sRGB lightmaps
Having _minlight or _ambient set in "worldspawn" without explicitly specifying the respective value resulted in overbright lights if -sRGB mode was specified.
Thomas Debesse [Sat, 6 Feb 2016 05:35:14 +0000 (06:35 +0100)]
lightmap allocation speed-up, add -fastallocate
- Allocate large lightmaps first to speed up the allocation process
- Add `-fastallocate` option to trade lightmap size against allocation time (useful with hi res lightmaps on large maps: reduce allocation time from days to minutes for only some extra bytes:
- If fast allocation, skip lightmap files that are more than 90% complete
- If fast allocation, do not test allocation on every pixels, especially for large lightmaps
Thanks to Kangz (Corentin Wallez) for his precious help and his kind availability.
Mario [Mon, 20 Jul 2015 02:32:55 +0000 (02:32 +0000)]
Merge branch 'Melanosuchus/texture_browser' into 'master'
Melanosuchus/texture_browser
Some improvements to the texture browser:
* "Fixed Size" enabled by default (makes it easier to select textures and looks nicer)
* Option (in the menu) to show the transparency (over the commonly used gray checkerboard, transparent images look much nicer)
* When shaders are refreshed, forces reloading the textures as well. Previously it would at best only display shaders, at worst mess up some textured objects.
* Option (in the preferences dialog) to change the texture thumbnail size when they are displayed with a fixed size
Mario [Sun, 19 Jul 2015 09:54:20 +0000 (09:54 +0000)]
Merge branch 'Melanosuchus/patch_ui' into 'master'
Melanosuchus/patch ui
Various changes related to patch meshes.
* Global commands
* Cleaned up some duplicate commands.
* Patch dialog
* Added buttons to flip the texture
* Added a button that select the proper axis for cap texture on the selected objects
* Cap selection
* Now it generate caps with sensible texture coordinates (for axis-aligned patches)
* Surface dialog
* Fixed patch texture buttons that didn't create undoable actions
* Removed code duplication with the patch dialog
Mario [Sun, 19 Jul 2015 09:43:52 +0000 (09:43 +0000)]
Merge branch 'Melanosuchus/patch_ui' into 'master'
Melanosuchus/patch ui
Various changes related to patch meshes.
* Global commands
* Cleaned up some duplicate commands.
* Patch dialog
* Added buttons to flip the texture
* Added a button that select the proper axis for cap texture on the selected objects
* Cap selection
* Now it generate caps with sensible texture coordinates (for axis-aligned patches)
* Surface dialog
* Fixed patch texture buttons that didn't create undoable actions
* Removed code duplication with the patch dialog