while not yet used (I'd forgotten how much side work was involved in getting
zlib support into quake), these will allow dp to use compressed paks :) The
rest will be coming as soon as I get everything working.
lordhavoc [Fri, 2 Mar 2001 10:52:15 +0000 (10:52 +0000)]
Coordinates are now floats in network protocol (bloats it yes, but the accuracy allows unlimited map size, and smoother movement at very high framerates)
prints dump of last 32 svc messages in packet when client encounters unknown svc (corrupt or mis-parsed network stream)
some aesthetic cleanup of tempentity parsing
rewrite of COM_FileBase
default gl_lightmaprgba to 1 (driver speedup (data bloat, but drivers are often more optimized for it), thought I defaulted it to 1 all along, but apparently not)
model names no longer use COM_FileBase (thus they are the full name, like "progs/blah.mdl" rather than "blah", "maps/start.bsp" instead of "start", etc)
fixed bugs in model colormapping, and added external skin texture support (example: progs/blah.mdl_0_normal.tga and progs/blah.mdl_0_glow.tga, pants and shirts are also supported)
support for textures inside HL maps, and the transparent color has been fixed (HL checks for pure blue, not index 255)
default r_dynamicparticles to 1 (light smoke/blood)
improvement in angled corner sticking situations (still get a little bump as you pass through, but not actually stuck)
fixed rotation support in MOVETYPE_FOLLOW, now works perfectly
extended description length in hunk headers (50 characters now)
despair [Wed, 28 Feb 2001 20:41:46 +0000 (20:41 +0000)]
Fix for exit segfault preventing fullscreen cleanup, and for the segfault as well.
Also enables dga mouse support, and adds in_dga_mouseaccel. DGA support needs testing.
lordhavoc [Fri, 23 Feb 2001 23:39:54 +0000 (23:39 +0000)]
improved TraceLine in chase.c to be more generally useful (should move it to another file, though)
error checking in qmalloc/qfree
expanded COM_LoadFile max filename length from 32 to 1024
improved COM_LoadFile error messages
added COM_ToLowerString and COM_ToUpperString
.zym model support (not quite complete, in development)
unfinished transition to hardware model transforms (not used yet)
changed polylists to draw 5+ point polygons as GL_POLYGON instead of GL_TRIANGLE_FAN (I thought I had reverted to GL_POLYGON a long time ago... strange) for a minor speedup
new explosion effect (no particles)
reverted to lightmapped dynamic lighting effects (vertex hybrid still available as r_dlightmaps 0)
extreme speed improvements in which wall polygons are lit
minor optimization to lightmap building (memset to clear blocklights)
added and disabled texture caching to disk (it turned out to be a slowdown and a massive waste of space, but kept in source form incase it is ever useful)
much improved missing QC function errors (most notably think)
partial redesign of the skin colormapping engine (not used yet)
more consistent light falloff on different objects
created and scrapped a new particle explosion effect (way too fillrate intensive), superseded by the new explosion effect
only dynamically lights smoke and blood particles unless r_dynamicparticles is 2
possible fix for alt-tab bug in NVidia drivers (from Dabb)
lordhavoc [Fri, 9 Feb 2001 12:11:11 +0000 (12:11 +0000)]
added back r_speeds2, with masses of information (6 lines high), and made it print to the screen rather than console print
changed fps reading to be integer, no fraction (is this desirable?) and moved it to bottom right corner
changed rendering order yet again
made sky and waterripple speed dependent on cl.time rather than realtime (undecided if this is desirable)
made console scrolling not subject to slowmo time scaling
some whitespace changes/cleanup
moved some registervariable definitions around
optional new worldnode function (r_newworldnode, defaults to off), very different approach, minimal speed differences... sigh
added backface culling on surfaces (r_nobacks, defaults to off), barely a gain
in worldnode, made 'trivial inclusion' case for all children nodes of a completely successful CullBox test, defaults to off because it was no speed gain even on the most complex maps I could find
readability cleanup and minor speedup in lightmap conversion
added host_minfps (if framerate drops below this it will be slowmo, this replaces quake's hardcoded 10fps limit)
added host_maxfps (limit your framerate if desired, defaults to 1000, this does affect timedemo)
improved slowmo behavior
optimized out most vec3_origin uses (created VectorNegate and VectorClear for this reason)
fixed VectorDistance (old definition didn't work correctly, but never got used anyway)
darkened blood trails a bit
split R_DrawParticles into R_MoveParticles and R_DrawParticles (for speed profiling reasons)
fix for extremely rare and probably unnoticable bug in particle compacter
fixed a number of prediction issues, prediction does not occur in local games anymore, prediction also made optional (sv_predict cvar)
lordhavoc [Tue, 6 Feb 2001 17:26:46 +0000 (17:26 +0000)]
better version reports (always mention build number)
minor cleanup of qpic system (loading and drawing)
minor improvement to lighting engine tweakability (LIGHTSCALE2)
minor cleanup to texture tracking (totaltexels now called texeldatasize)
r_texturestats texture size reports are now correct (was showing 4x what it should have)
r_texturestats report rearranged to put size on the left for easy sorting in console logs
cruft removal
lordhavoc [Mon, 29 Jan 2001 11:59:51 +0000 (11:59 +0000)]
got rid of Hunk_Alloc, all allocations now have a proper name (perhaps a bit too descriptive even), improved texture tally to list wasted skin layers (colormapping), made hunk names 24 characters instead of 8.
lordhavoc [Mon, 29 Jan 2001 06:10:57 +0000 (06:10 +0000)]
make screenshots rightside up again (or rather, upside down like TGA wants, which happens to be the output format of glReadPixels, a fact I was unaware of, so the flipping was turning it to rightside up, which is upside down in TGA... follow that logic? good :)
lordhavoc [Mon, 22 Jan 2001 23:58:32 +0000 (23:58 +0000)]
clarifications about the format of svc_fog
precache name overflow checks
gl_screen.c - whitespace changes?
sky name overflow checks
"tell" buffer overflow improvement (not really a fix)
edict parsing buffer increase (not really a fix)
increased number of leafs per entity from 64 to 256 (mem hog... but fixes fall2.bsp note: quake used 16 and did not have a problem with fall2?) and added warning when it runs out
removed rotating pusher hack and added solid checking
non-working MOVETYPE_FOLLOW rotation support (in-progress)
lordhavoc [Fri, 12 Jan 2001 11:36:47 +0000 (11:36 +0000)]
Fix for image replacement in sprites, now the sprite extension is stripped before the frame names are generated (so naming for s_explod.spr is like s_explod_0.tga, s_explod_1.tga, etc) and the extension stripping in the image loader will only strip off .lmp or .pcx or .tga, not other extensions, the sprite extension stripper is similar but for .spr and .spr32.
lordhavoc [Sat, 9 Dec 2000 18:04:45 +0000 (18:04 +0000)]
bmodel rotation physics now work
new vid_glx.c (contributed by zinx)
removed DPNEHAHRA engine titling
fixed some lighthalf, fog, and sky related bugs
removed some 3D card hacks
merged GL_Init code for all targets (note: vid_glx.c and vid_3dfxsvga.c may be broken)
split sprite code out in gl_sprites.c
rearranged palette management code
removed all traces of 8bit upload support for now (may be added back)
halved memory usage (although this prevents renderer restarting for the moment)
implemented r_texturestats command
removed old texture upload code
rewrote use of host_parms
rewrote some code relating to host_basepal
bigendian support in pcx loading
changed external texture character equivilant for * from + to # to avoid conflicts with animating textures
removed cruft here and there
force all textures to lowercase to mask potentially silly wad lump names in maps
new crosshairs
more stuff is extern in includes
some general cleanup of the MOVETYPE_PUSH code
rewrote portions of vid_wgl.c
V_UpdatePalette renamed to V_UpdateBlends
removed starting dialog code in wgl
made SV_RecursiveHullCheck accessable in world.h
lordhavoc [Sat, 18 Nov 2000 09:53:29 +0000 (09:53 +0000)]
implemented r_render and r_upload cvar options for CPU profiling (not hardware bound), note: defining NORENDER will disable both (useful for making profile builds)
lordhavoc [Fri, 17 Nov 2000 08:35:39 +0000 (08:35 +0000)]
updated to version 1.50, build 75.
change log as best I can remember:
rewrote model loading and rendering
multi-pass colormapping on any model (NO UPLOADS!)
fullbrights on models (feature of new multi-pass model renderer)
rewrote texture management
rewrote texture uploading
heavily optimized static light sampling
fancy new crosshair
fixed network angle rounding (shots are fired where you're pointing, not down and to the right)
HL map hull sizes are supported (still sink into grates though)
removal of some commented out junk
other minor stuff I can't remember now