forked from a1batross/Paranoia2_original
77 lines
2.7 KiB
Plaintext
77 lines
2.7 KiB
Plaintext
remove old renderer - OK
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build smooth TBN like in HLFX 0.6 - OK
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build env_cubemap system - OK
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handle new lightstyles system - OK
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do revision for all shaders - OK
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optimize new renderer - OK
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new grass system - OK
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add new punch system - OK
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control over player speed - OK
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control over player jump height - OK
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kill shit message about NULL model - OK
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remove hardcoded names from hud - OK
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do revision for light shaders - OK
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optimize light pass - OK
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create shaders for dlight LQ specular - OK
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optimize shadow pass - OK
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gloss for studio transparent objects - OK
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move decal POM settings into script - OK
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do revision for decal shaders - OK
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make gloss for decals - OK
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gloss for bmodel transparent objects - OK
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crop matrix for shadows from sun - OK
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optimize sky drawing - OK
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remove hdrl - OK
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remove bloom - OK
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implement god-rays - OK
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fix flashlight disappearing on p_savior2 - OK
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fix rain visibility check - OK
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fix studio chrome parazite lighting - OK
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fix tubes lighting artifacts - OK
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update matdesc documentation - OK
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flags SF_NOSHADOW and SF_NOBUMP for env_dynlight - OK
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gloss lighting models for each poly - OK
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write documentation for entities - OK
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remove unneeded pglDepthMask - OK
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remove triapiobjects stuff - OK
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finalize custom particles - OK
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check all extensions that needs for correct work - OK
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unload grass correctly - OK
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full renderer revision - OK
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beta-testing for other videocards - OK
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fixup point shadows on radeons - OK
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create ubershaders for decals - OK
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do revision of post-process filtering - OK
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create ubershaders for all studio models - OK
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correct screen copy for translucent studio - OK
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create uber-shaders for studio decals - OK
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do revision of all sunlight shaders - OK
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finalize occlusion query - OK
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fix bug with sun light & studio alpha test blink - OK
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convert textures to DDS - OK
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local beta-testing - OK
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global beta-testing - OK
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create compilers for VHLT v34 - OK
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final beta-testing and release test version - OK
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create tool for custom DXT encoding - OK
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pass the encoding param into renderer - OK
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optimize world rendering
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update BSP file format (lightprobes, worldlights) - OK
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plane hashing - OK
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new lighting for studiomodels - OK
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new shaders
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new dynamic lighting
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allow maketex to compress cubemaps - OK
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compilers
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blur direct light - OK
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build filesystem for radiosity - OK
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make advanced trace for rad - OK
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diffuse_light for sky - OK
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fix bug with rad-pathes - OK
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store deluxemap - OK
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store worldlights - OK
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store shadow occlusion - OK
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store worldlightvismatrix - OK
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fix bug in CSG (invalid planes) - OK
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finalize vertex lighting - OK |