havoc [Sat, 11 Mar 2006 17:24:10 +0000 (17:24 +0000)]
changed VID_Finish to take an allowmousegrab parameter, this avoids mousegrab on the initial loading screen (before +vid_mouse 1 on commandline is executed)
havoc [Sat, 11 Mar 2006 16:57:48 +0000 (16:57 +0000)]
fix skinfile memory leaks on ZYM, DPM, and PSK model loaders, and move the skinfile allocations to the model's memory pool even though they are temporary
havoc [Fri, 10 Mar 2006 23:45:42 +0000 (23:45 +0000)]
default sv_jumpstep to 0 to not allow players to jump places they should not be able to go in quake (each game/mod can set this in its default.cfg if it is desired)
havoc [Fri, 10 Mar 2006 05:21:43 +0000 (05:21 +0000)]
fixed bug that caused SV_SpawnServer to fail to send reconnect commands to clients (it was using sv.reliable_datagram which is immediately cleared and thus not sent)
havoc [Fri, 10 Mar 2006 02:37:40 +0000 (02:37 +0000)]
changed TraceBox functions to take start,mins,maxs,end like they did in Quake, this is a slight optimization to traceline and pointcontents tests and q1bsp tracing, but mostly just cleans up the code
removed some old code from q3bsp TraceLine/TraceBox functions
changed segmentmins/maxs and nodesegmentmins/maxs calculations to have a 1 unit enlargement on all comparisons, this might improve reliability of TraceBox, but probably not
havoc [Fri, 10 Mar 2006 02:31:42 +0000 (02:31 +0000)]
fixed bullets-going-through-walls bug in q3bsp collision code, this was a really nasty bug in the midfrac calculations (it was calculating the midfrac for the partially clipped line segment and then acting as if that was a fraction of the complete line segment... this caused many problems)
havoc [Thu, 9 Mar 2006 16:19:23 +0000 (16:19 +0000)]
fixed bug that caused ClientDisconnect to not be called on bots in their first level (it did get called on their second level onward), this fix does however assume the QC code will call ClientConnect every time it uses spawnclient
havoc [Tue, 7 Mar 2006 14:18:05 +0000 (14:18 +0000)]
rearranged surface renderer some more
added tangent/normal generation flags to RSurf_SetVertexPointer, this eliminated the various calls to Mod_BuildTextureVectorsAndNormals and Mod_BuildNormals during rendering, so RSurf_SetVertexPointer is now the only function that sets up rsurface_* variables
havoc [Tue, 7 Mar 2006 10:49:16 +0000 (10:49 +0000)]
fixed pogostick/doublejump bug when running id1 qc with a client sending input packets less frequently than server frames
moved ping time calculation out of SV_ApplyClientMove and back into SV_ReadClientMove
molivier [Mon, 6 Mar 2006 10:16:16 +0000 (10:16 +0000)]
Added "SDL/include" to the include paths and "SDL/lib" to the library paths (allow easy compilation with SDL when the SDL SDK isn't already integrated in MSVC; just unzip "SDL-devel-1.2.x-VC6.zip" in the darkplaces folder, rename its folder to "SDL" and voila!)
havoc [Sat, 4 Mar 2006 14:52:53 +0000 (14:52 +0000)]
some cleanup of surface->cached_dlight handling to fix the broken unlit q1bsp handling (it was not appearing fullbright as it should), and this also is a slight optimization
havoc [Sat, 4 Mar 2006 10:47:37 +0000 (10:47 +0000)]
eliminated calls to Matrix4x4_CreateIdentity (now copies from the already existing global identitymatrix struct) and changed all references to r_identitymatrix to refer to identitymatrix
havoc [Sat, 4 Mar 2006 09:24:21 +0000 (09:24 +0000)]
replaced sbarpic_t with cachepic_t in sbar code (saves a bit of memory)
changed DrawQ_SuperPic and DrawQ_Pic to take a cachepic_t * instead of a pic name (this speeds up the sbar code by not using name lookups constantly)
removed DrawQ_Fill (use DrawQ_Pic with NULL pic instead)
changed crosshair/editlights cursors to use r_crosshairs array initialized at startup instead of constantly calling Draw_CachePic
changed Host_Init to call SCR_BeginLoadingPlaque instead of Host_StartVideo (which is called by SCR_BeginLoadingPlaque)
havoc [Fri, 3 Mar 2006 15:02:56 +0000 (15:02 +0000)]
now only compiles GLSL shaders on demand, this improves startup times (but causes some pausing when new combinations occur - which usually only happens on new levels)
havoc [Tue, 28 Feb 2006 05:41:39 +0000 (05:41 +0000)]
reduced number of GAME_NEXUIZ checks in the engine (added cl_sound and sv_sound cvars to change or disable engine-triggered sounds), removed some old unused nexuiz menu code (now that the fallbac
k prevents you from even reaching the singleplayer menu)
havoc [Sun, 26 Feb 2006 11:00:19 +0000 (11:00 +0000)]
vast improvements in qw server listings in the server browser
now DP servers and QW servers are color coded differently, and player count is color coded (red if empty or full, yellow if less than 4 players, white otherwise, useful for quickly identifying the busy servers)
havoc [Sat, 25 Feb 2006 08:56:03 +0000 (08:56 +0000)]
fix typos that caused colormod to malfunction when hosting a QUAKEDP protocol server (it was sending red as green and blue), thanks to Spike for pointing this out
havoc [Thu, 23 Feb 2006 14:50:41 +0000 (14:50 +0000)]
added qw compatible "rcon" support (allows a client who knows the server's rcon_password to run a command on the server), had to move NetConn_ServerFrame outside of the SV_VM_Begin block in Host_ServerFrame, and add relevant SV_VM_Begin blocks to various parts of host_cmd.c
added qw print command packet to client packet processing (needed for remote rcon when not connected to the server)
added qw "packet" command (sends a text message to the specified address)
havoc [Thu, 23 Feb 2006 10:57:31 +0000 (10:57 +0000)]
merged NetConn_SendReliableMessage into NetConn_SendUnreliableMessage, and also merged away the other ReliableMessage functions (ReSend and Next)
rearranged client and server message sending calls to attempt to send unreliable messages, even if empty (necessary to trigger sending of reliable messages)
eliminated last remnants of NetConn_SendToAll stuff
changed some cls.demoplayback checks to !cls.netcon checks
havoc [Thu, 23 Feb 2006 05:29:16 +0000 (05:29 +0000)]
removed runmove array in favor of using a private entity flag to prevent movement on the first physics frame an entity exists in, this makes projectiles fired by cl_movement 1 clients behave properly
havoc [Wed, 22 Feb 2006 12:12:24 +0000 (12:12 +0000)]
fix decal draw order bug introduced in recent commit, I forgot that decals are not queued as transparencies like other particles, so calling R_DrawParticles before rtlights was a bad idea (as it made the rtlights be unaffected by decals)
havoc [Wed, 22 Feb 2006 10:02:25 +0000 (10:02 +0000)]
changed behavior of r_showtris (now only affects geometry in the game view, not sky, not hud, and not bloom)
added r_showtris_polygonoffset (doesn't seem to work, for unknown reasons)
renamed r_drawcollisionbrushes to r_showcollisionbrushes and got rid of its mode 2 behavior (which was trippy but not all that useful)
added r_showdisabledepthtest cvar which disables depth testing on the debugging geometry produced by r_show* cvars
renamed r_shadow_visiblelighting/volumes cvars to r_showlighting/shadowvolumes (and they no longer have a mode 2, use r_showdisabledepthtesting to get the same effect instead)