13 Dec 2014

This commit is contained in:
g-cont 2014-12-13 00:00:00 +03:00 committed by Alibek Omarov
parent 5824c77797
commit 86d09135a4
8 changed files with 34 additions and 21 deletions

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@ -1,3 +1,17 @@
build 2867
Client: another extension for EventAPI: function EV_SoundForIndex to get soundpath from soundindex
Render: RenderAPI update. New flag TF_NOCOMPARE to disable comparing for depth-textures and PARM_CLIENT_ACTIVE (self-explanatory)
Server: PhysicAPI update. Add support for file searching.
Client: fix a little bug in CL_AddVisibleEntity
Client: check rectangles right for hud.txt
Client: fix demoplaying in background mode (changelevel etc)
Client: fix SOLID_CUSTOM support in client trace
Render: create debug context for powerful OpenGL debugging
Render: fix bug with kRenderWorldGlow
Sound: add two new cmds: spk and speak like in GoldSrc
GameUI: fix buttons bmp loader
build 2664
Engine: restore right ordering of arguments of SV_StudioSetupBones export
@ -25,7 +39,6 @@ Server: fix some bugs in PVS calculation on server
GameUI: enable auto-refresh of actual multiplayer maps list
GameUI: update 3D playermodel preview for 16:9 screen aspect
build 2636
Engine: added internal loader for deluxemap data (.dlit file that produces VHLT)

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@ -61,6 +61,7 @@ GNU General Public License for more details.
#define PARM_ACTIVE_TMU 27 // for debug
#define PARM_CACHEFRAME 28
#define PARM_MAX_IMAGE_UNITS 29
#define PARM_CLIENT_ACTIVE 30
enum
{

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@ -700,11 +700,8 @@ rebuild_page:
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
GL_Bind( GL_TEXTURE0, i ); // NOTE: don't use image->texnum here, because skybox has a 'wrong' indexes
if( image->texType == TEX_DEPTHMAP )
{
if(( image->flags & TF_DEPTHMAP ) && !( image->flags & TF_NOCOMPARE ))
pglTexParameteri( image->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE );
pglTexParameteri( image->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE );
}
pglBegin( GL_QUADS );
pglTexCoord2f( 0, 0 );
@ -723,11 +720,8 @@ rebuild_page:
pglVertex2f( x, y + h );
pglEnd();
if( image->texType == TEX_DEPTHMAP )
{
if(( image->flags & TF_DEPTHMAP ) && !( image->flags & TF_NOCOMPARE ))
pglTexParameteri( image->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB );
pglTexParameteri( image->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY );
}
FS_FileBase( image->name, shortname );
if( Q_strlen( shortname ) > 18 )

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@ -1468,6 +1468,8 @@ static int GL_RenderGetParm( int parm, int arg )
return world.load_sequence;
case PARM_MAX_IMAGE_UNITS:
return GL_MaxTextureUnits();
case PARM_CLIENT_ACTIVE:
return (cls.state == ca_active);
}
return 0;
}

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@ -691,6 +691,9 @@ qboolean GL_CreateContext( void )
if(!( pwglMakeCurrent( glw_state.hDC, glw_state.hGLRC )))
return GL_DeleteContext();
if( host.developer <= 1 )
return true;
pwglCreateContextAttribsARB = GL_GetProcAddress( "wglCreateContextAttribsARB" );
if( pwglCreateContextAttribsARB != NULL )

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@ -23,7 +23,7 @@ static char mond[12] = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 };
int Q_buildnum( void )
{
// do not touch this! Only author of Xash3D can increase buildnumbers!
#if 1
#if 0
int m = 0, d = 0, y = 0;
static int b = 0;
@ -48,6 +48,6 @@ int Q_buildnum( void )
return b;
#else
return 2748;
return 2867;
#endif
}

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@ -1852,7 +1852,12 @@ static void Mod_LoadSurfaces( const dlump_t *l )
out->flags |= (SURF_DRAWTILED|SURF_DRAWSKY);
if(( tex->name[0] == '*' && Q_stricmp( tex->name, "*default" )) || tex->name[0] == '!' )
out->flags |= (SURF_DRAWTURB|SURF_DRAWTILED|SURF_NOCULL);
{
out->flags |= (SURF_DRAWTURB|SURF_DRAWTILED);
if( !( host.features & ENGINE_BUILD_SURFMESHES ))
out->flags |= SURF_NOCULL;
}
if( !Q_strncmp( tex->name, "water", 5 ) || !Q_strnicmp( tex->name, "laser", 5 ))
out->flags |= (SURF_DRAWTURB|SURF_DRAWTILED|SURF_NOCULL);

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@ -2120,11 +2120,9 @@ qboolean SV_LoadGame( const char *pName )
Q_snprintf( name, sizeof( name ), "save/%s.sav", pName );
// reset all multiplayer cvars
Cvar_FullSet( "coop", "0", CVAR_LATCH );
Cvar_FullSet( "teamplay", "0", CVAR_LATCH );
Cvar_FullSet( "deathmatch", "0", CVAR_LATCH );
Cvar_FullSet( "maxplayers", "1", CVAR_LATCH );
// silently ignore if missed
if( !FS_FileExists( name, true ))
return false;
// init network stuff
NET_Config ( false ); // close network sockets
@ -2133,10 +2131,6 @@ qboolean SV_LoadGame( const char *pName )
SV_Shutdown( true );
sv.background = false;
// silently ignore if missed
if( !FS_FileExists( name, true ))
return false;
SCR_BeginLoadingPlaque ( false );
MsgDev( D_INFO, "Loading game from %s...\n", name );
@ -2168,6 +2162,7 @@ qboolean SV_LoadGame( const char *pName )
Cvar_FullSet( "coop", "0", CVAR_LATCH );
Cvar_FullSet( "teamplay", "0", CVAR_LATCH );
Cvar_FullSet( "deathmatch", "0", CVAR_LATCH );
Cvar_FullSet( "maxplayers", "1", CVAR_LATCH );
return Host_NewGame( gameHeader.mapName, true );
}