FWGS efforts to continue maintaining Paranoia 2 source code
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  1. remove old renderer - OK
  2. build smooth TBN like in HLFX 0.6 - OK
  3. build env_cubemap system - OK
  4. handle new lightstyles system - OK
  5. do revision for all shaders - OK
  6. optimize new renderer - OK
  7. new grass system - OK
  8. add new punch system - OK
  9. control over player speed - OK
  10. control over player jump height - OK
  11. kill shit message about NULL model - OK
  12. remove hardcoded names from hud - OK
  13. do revision for light shaders - OK
  14. optimize light pass - OK
  15. create shaders for dlight LQ specular - OK
  16. optimize shadow pass - OK
  17. gloss for studio transparent objects - OK
  18. move decal POM settings into script - OK
  19. do revision for decal shaders - OK
  20. make gloss for decals - OK
  21. gloss for bmodel transparent objects - OK
  22. crop matrix for shadows from sun - OK
  23. optimize sky drawing - OK
  24. remove hdrl - OK
  25. remove bloom - OK
  26. implement god-rays - OK
  27. fix flashlight disappearing on p_savior2 - OK
  28. fix rain visibility check - OK
  29. fix studio chrome parazite lighting - OK
  30. fix tubes lighting artifacts - OK
  31. update matdesc documentation - OK
  32. flags SF_NOSHADOW and SF_NOBUMP for env_dynlight - OK
  33. gloss lighting models for each poly - OK
  34. write documentation for entities - OK
  35. remove unneeded pglDepthMask - OK
  36. remove triapiobjects stuff - OK
  37. finalize custom particles - OK
  38. check all extensions that needs for correct work - OK
  39. unload grass correctly - OK
  40. full renderer revision - OK
  41. beta-testing for other videocards - OK
  42. fixup point shadows on radeons - OK
  43. create ubershaders for decals - OK
  44. do revision of post-process filtering - OK
  45. create ubershaders for all studio models - OK
  46. correct screen copy for translucent studio - OK
  47. create uber-shaders for studio decals - OK
  48. do revision of all sunlight shaders - OK
  49. finalize occlusion query - OK
  50. fix bug with sun light & studio alpha test blink - OK
  51. convert textures to DDS - OK
  52. local beta-testing - OK
  53. global beta-testing - OK
  54. create compilers for VHLT v34 - OK
  55. final beta-testing and release test version - OK
  56. create tool for custom DXT encoding - OK
  57. pass the encoding param into renderer - OK
  58. optimize world rendering
  59. update BSP file format (lightprobes, worldlights) - OK
  60. plane hashing - OK
  61. new lighting for studiomodels - OK
  62. new shaders
  63. new dynamic lighting
  64. allow maketex to compress cubemaps - OK
  65. compilers
  66. blur direct light - OK
  67. build filesystem for radiosity - OK
  68. make advanced trace for rad - OK
  69. diffuse_light for sky - OK
  70. fix bug with rad-pathes - OK
  71. store deluxemap - OK
  72. store worldlights - OK
  73. store shadow occlusion - OK
  74. store worldlightvismatrix - OK
  75. fix bug in CSG (invalid planes) - OK
  76. finalize vertex lighting - OK