havoc [Sat, 13 Nov 2004 11:14:31 +0000 (11:14 +0000)]
replaced all uses of sv_player with host_client->edict (because sv_player was often invalid after a level change)
fixed a number of botclient crashes relating to invalid client->edict pointers after a level change
now sets client->spawned = true on botclients when freshly spawned (they were already being set correctly on level change)
DP_SV_BOTCLIENT now works properly
havoc [Sat, 13 Nov 2004 11:11:15 +0000 (11:11 +0000)]
no longer warns about q3bsp surfaces with lightmapindex -3 (or any other negative values below -1), as q3map2 seems to use these values intentionally it's rather pointless to warn about them
now warns about missing textures in q3bsp texture loading
havoc [Fri, 12 Nov 2004 22:42:20 +0000 (22:42 +0000)]
more preparation for DP_SV_BOTCLIENT, removed a number of unneeded netconnection checks and changed some others to check active, and made player info queries reply "botclient" for clients with no netconnection
havoc [Wed, 10 Nov 2004 02:32:00 +0000 (02:32 +0000)]
VorteX has fixed gettaginfo to work as advertised (properly handling of attached entities) and cleaned up gettagindex by splitting it into two functions
havoc [Wed, 3 Nov 2004 17:13:37 +0000 (17:13 +0000)]
internal cleanup: split up CL_SparkShower into CL_SparkShower, CL_Smoke, and CL_BulletMark so the effects parser can be a little cleaner, also added gravityscale to CL_SparkShower
havoc [Sat, 30 Oct 2004 13:46:22 +0000 (13:46 +0000)]
added DP_SV_PING, DP_SV_PUNCHVECTOR, DP_SND_FAKETRACKS, and DP_FS_SEARCH extensions
corrected builtin table comments for DP_FS_SEARCH functions
removed DP_SV_EXTERIORMODELTOCLIENT extension (no such thing, the extension is named DP_ENT_EXTERIORMODELTOCLIENT)
havoc [Wed, 27 Oct 2004 18:29:51 +0000 (18:29 +0000)]
changed net_masterextra1 and 2 back to IP addresses (but kept their DNS names as comments), the DNS resolving takes too long, and caching it is non-trivial
havoc [Wed, 27 Oct 2004 18:11:36 +0000 (18:11 +0000)]
greatly improved video capture speed by generating the files much more directly (less processing)
added a raw video .rgb output mode (making only one file instead of thousands, for a slight speed gain, assuming you have tools that can read it)
video capture now maintains sound sync by duplicating frames to keep up a consistent video output speed (warning: do not attempt higher speeds than your machine is capable of, it WILL fall behind and get progressively slower very fast)
rewrote much of Host_FilterTime to improve video capture and simplify timing in general
removed host_minfps (now uses sys_ticrate instead)
renamed host_maxfps to cl_maxfps (as it only ever affected the client anyway)
now runs multiple server frames if host is falling behind, based on sys_ticrate (mainly useful to avoid slowing down when client is rendering really slow)
molivier [Wed, 27 Oct 2004 15:50:47 +0000 (15:50 +0000)]
Pure cleaning commit: removed "crc.[ch]" and "gl_warp_sin.h", removed dead functions and dead variables, and moved several header includes out of "quakedef.h"
molivier [Tue, 26 Oct 2004 14:48:43 +0000 (14:48 +0000)]
Updated Win32 sound module: the wave output code was partially rewritten since the old version was obviously pretty tied to Quake original output format; removed a few useless variables here and there; and a lot of whitespaces and comment changes, as usual
havoc [Tue, 26 Oct 2004 07:37:19 +0000 (07:37 +0000)]
S_LoadSound now automatically tries both with and without sound/ when loading sounds, which allows quake3 maps to work better, since their target_speaker entities include sound/ in the filenames, this also got rid of the stdpath parameter in the S_PrecacheSound/S_FindName/S_LocalSound calls)
havoc [Sat, 23 Oct 2004 10:00:38 +0000 (10:00 +0000)]
removed number field from client_t struct as it seemed to be behaving unreliably in SV_DropClient (resulting in changes to the scoreboard entry for client 0, regardless of which client was dropped)
black [Sat, 23 Oct 2004 00:36:48 +0000 (00:36 +0000)]
-Added the constant MAXTRACKS which is set to 256.
(remap has the type qbyte[256] now)
-CD_Play now also searches for fake tracks with 3 digits.
(the old 2 digit search is kept for compatibility)
black [Thu, 21 Oct 2004 17:44:34 +0000 (17:44 +0000)]
- Added Mem_IsAllocated.
- Decreased the required parameter count of VM_strcat to 1.
- Added a check to VM_strunzone so it wont free already freed strings and
thus crash the qc (only if developer != 0).
havoc [Thu, 21 Oct 2004 08:45:59 +0000 (08:45 +0000)]
don't allow Log_ConPrint to recurse into itself, as can happen with a memory corruption report -> Log_ConPrint -> memory corruption report -> Log_ConPrint -> ...
havoc [Wed, 20 Oct 2004 12:58:15 +0000 (12:58 +0000)]
messagemode/messagemode2 now send the say/say_team command directly instead of passing through the client console, so that typing something like ";quit" as a message does not quit the game
havoc [Wed, 20 Oct 2004 11:58:58 +0000 (11:58 +0000)]
fixed r_restart skybox crash (as well as incorrect texture bugs related to this), and moved alphaskytexture/solidskytexture to q1bsp texture loader, now part of the world model instead of separate
havoc [Tue, 19 Oct 2004 09:44:14 +0000 (09:44 +0000)]
Host_Shutdown now calls CL_Disconnect and Host_ShutdownServer so that quitting without using the quit command no longer leaves a player connected to the server
havoc [Tue, 19 Oct 2004 08:14:33 +0000 (08:14 +0000)]
cleaned up scoreboard printing loops a bit (they don't need to check if the name is empty)
fixed (I think, after much testing) the duplicate names bug in the mini scoreboard by changing a bound to a separate max and min (evidently the loop index was starting < 0)
havoc [Sat, 16 Oct 2004 11:29:13 +0000 (11:29 +0000)]
now parses more of q3 shaders to guess at proper rendering settings for surfaces, now implemented are additive blend, deformvertexes autosprite (and autosprite2), nomipmaps, nopicmip, cull twosided/none/disable, surfaceparm nomipmap
now assumes that a q3 texture is not transparent unless it has a shader saying it is (yes shaders are now required to enable transparency in q3bsp)
now loads the texture used in the first pass of the shader if there is no texture of the same name as the shader itself
what this all means: quake3 maps look 99% correct (other than lack of animation and various shader effects)
black [Fri, 15 Oct 2004 21:18:02 +0000 (21:18 +0000)]
-Added a more descriptive comment for prvm_edict_t::p
-Added 3 new builtins to the new VM: ftoe, etof, parseentitydata
-Changed the Win32 driver to reuse the GL hDC if possible instead of
calling GetDC and ReleaseDC every frame.