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xonotic/darkplaces.git
2011-02-16
divverent
fix an unused variable
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2011-02-16
divverent
fix compile error, sorry
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2011-02-15
divverent
because Quake is insane, do NOT save vars matching...
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2011-02-15
divverent
fix some instances detecting vector component names...
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2011-02-15
divverent
document autocvar _x, _y, _z issue
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2011-02-14
divverent
Use the proper frametime calculation for model animatio...
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2011-02-13
havoc
fix a compile error where an int was being assigned...
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2011-02-11
eihrul
always force a flush on copy to texture
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2011-02-11
havoc
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkpl...
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2011-02-11
havoc
added iris adaptation experiment
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2011-02-09
havoc
removed unmaintained CgGL rendering path
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2011-02-09
havoc
variables referring to cg in a way that is used by...
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2011-02-09
havoc
fix an error in the HLSL shader (unintentional use...
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2011-02-09
havoc
GL20 path now uses same shader as GLES2 (albeit with...
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2011-02-09
havoc
revised SDL iOS instructions again now that SDL has...
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2011-02-09
havoc
fixed iOS rendering (set the vertex attribute bindings...
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2011-02-09
havoc
changed the fs_userdir on iOS
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2011-02-08
havoc
added GLES2 GLSL shader, work in progress (no warnings...
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2011-02-08
havoc
DPiOS almost works now...
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2011-02-08
divverent
Ooops, forgot to update the description so the cvar...
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2011-02-08
divverent
Fix a typo with declaration of the cvar and default...
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2011-02-08
divverent
Add smoothing to the viewheight so that things such...
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2011-02-07
eihrul
add missing thread files to vcprojs
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2011-02-07
eihrul
factor out thread interface from dpsoftrast
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2011-02-07
eihrul
add dpsoftrast to some missing targets
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2011-02-07
eihrul
ensure dynamic textures get updated even if they are...
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2011-02-07
eihrul
fix for span endpoint interpolation
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2011-02-07
eihrul
clamping for FlatColor shader (to fix gl_flashblend)
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2011-02-07
havoc
made GLES2 gl call wrappers compile again
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2011-02-07
havoc
added qglVertexAttrib and other missing functions on...
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2011-02-07
havoc
added RENDERPATH_GLES2
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2011-02-06
havoc
I don't think anyone needs my user files for the xcode...
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2011-02-06
eihrul
fixed missing break statement
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2011-02-06
eihrul
implemented scissoring of triangles and extra necessary...
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2011-02-06
eihrul
committing missing function prototype
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2011-02-06
eihrul
band interlacing option (vid_soft_interlace)
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2011-02-06
havoc
updated readme for iOS compilation with instructions...
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2011-02-06
havoc
iOS support closer to working
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2011-02-06
havoc
remove a couple unused declarations
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2011-02-06
havoc
iOS support in progress - accommodating GLES...
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2011-02-06
havoc
changed use of GL_ARB_fragment_shader and friends to...
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2011-02-05
eihrul
correctly copy in all of quadelement3s to quadelement3i
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2011-02-05
eihrul
ensure UndoCommand wraps properly at 0
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2011-02-05
eihrul
remove errant debugging code... again
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2011-02-05
eihrul
attempted fix for VC compile errors
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2011-02-05
eihrul
remove debugging code
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2011-02-05
eihrul
optimized MultiplyVaryingBGRA8 and VaryingBGRA8
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2011-02-04
eihrul
use short indices when available instead of int (fixes...
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2011-02-04
eihrul
clear scissor fix
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2011-02-04
eihrul
more fine-grained locking amongst backend threads
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2011-02-04
eihrul
distribute draw calls based on bounding box
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2011-02-03
eihrul
only force flushing on a texture update if a texture...
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2011-02-03
eihrul
nearest filtering fix
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2011-02-03
eihrul
USE_SDL define
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2011-02-03
eihrul
detect whether dpsoftrast is being built with SDL
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2011-02-03
eihrul
threading and more SSE2 optimizations for dpsoftrast
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2011-02-02
havoc
added xcode project for building DarkPlaces on iOS...
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2011-02-02
havoc
don't use MacOSX-specific code with __IPHONEOS__ defined
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2011-02-01
eihrul
implemented Texture_UpdatePartial
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2011-01-31
divverent
also apply volume.value to ambient sounds (is this...
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2011-01-31
havoc
enable mod_bsp_portalize by default
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2011-01-31
havoc
default gl_nopartialtextureupdates to 0 because it...
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2011-01-31
havoc
clean up the Compile as C and Compile as C++ options...
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2011-01-31
havoc
fix compilation of dpsoftrast.c in MSVC - it doesn...
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2011-01-30
havoc
added dpsoftrast to project files
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2011-01-30
divverent
sv_status_privacy: also apply to CCREQ_PLAYER_INFO
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2011-01-30
havoc
added SDL 1.3 support
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2011-01-29
divverent
Squashed commit of the following:
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2011-01-29
divverent
Squashed commit of the following:
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2011-01-29
havoc
update copyright year
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2011-01-29
divverent
prevent a segfault in case a bsp file has zero nodes...
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2011-01-29
divverent
fix a crash on edict_num(32767)
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2011-01-29
eihrul
added _USE_MATH_DEFINES for weird MSVC problem
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2011-01-29
havoc
fix a C++ error
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2011-01-28
havoc
fix some C++ warnings
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2011-01-28
eihrul
optimized VertexColor shader
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2011-01-28
eihrul
don't report texture compression support in softrast...
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2011-01-28
eihrul
ensure cull face state is committed in softrast path
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2011-01-28
eihrul
fix clipping and backface culling bugs
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2011-01-28
eihrul
faster attribute interpolation in ProcessTriangles
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2011-01-28
eihrul
more texturing optimizations
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2011-01-28
eihrul
removing one more reciprocal...
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2011-01-28
eihrul
switch usage of reciprocals back to division (precision...
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2011-01-28
eihrul
SSE2 blending optimizations
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2011-01-27
eihrul
delay backface culling till after near plane test
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2011-01-27
eihrul
fix mipedgetc typo
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2011-01-27
eihrul
replace some divisions with reciprocals
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2011-01-27
eihrul
added in some basic polygon offset compatibility (thoug...
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2011-01-27
eihrul
fix accessing of bottom mip level in Texture2DVaryingBGRA8
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2011-01-27
eihrul
ProcessTriangles SSE2 optimizations
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2011-01-26
eihrul
try to keep inter-span variables for texturing in sse...
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2011-01-26
eihrul
remove unneeded "fast" case for nearest filtering
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2011-01-26
eihrul
SSE2 opts for nearest filtering
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2011-01-26
eihrul
fix for lightmap glow path to use one less multiply
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2011-01-26
eihrul
SSE2 optimized lightmap shader
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2011-01-26
eihrul
SSE2 optimized Texture2DVaryingBGRA8
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2011-01-26
eihrul
initial obfuscation of ProcessTriangles with SSE2 code...
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2011-01-26
eihrul
only respect vid_soft variable if SSE2_PRESENT is defined
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2011-01-26
eihrul
added SSE2_PRESENT define
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2011-01-26
havoc
change DPSOFTRAST default texture filter to linear...
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