30 Sep 2018
This commit is contained in:
parent
e5050a9123
commit
9276afc78e
59
change.log
59
change.log
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@ -16,6 +16,65 @@ VGUI: - a VGUI implementation code in xash.dll
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Memory: - a memory manager in xash.dll
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Physic: - a server physics code in xash.dll
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build 4253
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Render: remove flags TF_TEXTURE_1D, TF_TEXTURE_2D_ARRAY it's just not needs
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Engine: RenderAPI added new functions GL_UpdateTexSize for statistics
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FS: wad imagetypes is no more longer supported (prefixes _mask, _norm etc)
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Server: PhysicAPI was reimplemented PrepWorldFrame instead of obsolete function pfnCreateEntitiesInTransitionList
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Engine: most debug messages was replaced from MsgDev with Con_Printf, Con_Dprintf and Con_Reportf
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Sound: s_combine_channels is now set 0 as default
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Console: buffer scrolling reset while new command or autocomplete issued
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Client: fixup server beams pause bug
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Client: remove interpolation experiments
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Client: fixed bug with default renderamt value while rendermode is normal (beam brightness)
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Client: internal studio lerp is now not switch the movetype to MOVETYPE_STEP to avoid collisions in custom renderers
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Client: user messages now is case-insensative (GoldSrc rules)
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Client: create deferred startup commands for Cry Of Fear background map system
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Client: change query format to the master-server
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Client: fixed bug with large sentence indexes (up to 2048)
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Client: eliminate Cry Of Fear anti-save protecion (because it's stupid)
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Client: fixed Quake demo players rendering in multiplayer demos
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Client: allow CD forcetrack in Quake demos
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Render: correct seamless between beam segments
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Render: reduce brightness for decals on semi-transparent surfaces
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Render: get support for compressed image format ATI2N (normalmaps)
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Render: rectangle textures is not nessesary to match with current screen resolution
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Render: translate gl-errors code to string while loading textures
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Render: texture manager is completely rewritten, some bugs is fixed
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Render: rotate culling bbox for static client entities for right culling
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Render: improve r_lighting_extended, get lighting from ceiling or bmodels if world light gather is failed (completely black)
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Render: fix fog rendering for Spirit 1.6 and higher
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Render: remove alpha to coverage mode, it's too bugly
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Render: remove auto-generation for detail textures list
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Render: correct fog for studio parts with 'additive' and 'masked' flag
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Render: fixup some bugs in alpha-blend sorting
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Render: remove -glcore setting it has no effect
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Render: restore "width" and "height" read-only console cvars, it's used by debug systems of XashXT
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Sound: dsp_off now saved into config.cfg
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Sound: fix crash in dsp processing
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Sound: eliminate stupid message FS_LoadSound: couldn't load ""
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Sound: default sound is now keep in memory permanently
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Sound: fix playing for CHAN_STREAM
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VGUI: revision for string rendering, fix some bugs
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Console: tune linewidth length
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FS: grab field "edicts" from liblist.gam that used to conversion into gameinfo.txt
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Engine: IMPORTANT: console variable "build" is renamed to "buildnum" to avoid confilcs with gameplay command in TeamFortress!!!
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Engine: disallow to load save, change map or somewhat until finale credits is active
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Input: properly pass key events into client user-side
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Engine: fix bug in custom library loader
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Studio: correct bbox compute for giantic models
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Engine: revert old code for PVS to keep it compressed (save memory)
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Engine: flag for ignore lightmaps SURF_DRAWTILED is now based once and only by TEX_SPECIAL flag (not a special texture names)
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Engine: prevent to potential crash if logfile couldn't be created
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Sound: fix crash while playing mp3 files through ambient_generic
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Server: making freezing player on background maps an options that called "sv_background_freeze" (console variable)
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Server: keep network messages for one frame before changelevel and send them during changelevel (GoldSrc rules).
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Server: fix critical bug in pfnSetModel function
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Server: NPC is now ignore corpses and don't stuck into them
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Server: physics pusher is now completely matched with GoldSrc (but extended version can be enabled by engine feature)
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GameUI: fix savegame menu bugs after engine global update
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build 4150
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Server: fixed a very old bug with ambient_generic restating sounds after save\restore
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@ -140,7 +140,7 @@ LINK_ENTITY_TO_CLASS( ambient_generic, CAmbientGeneric );
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TYPEDESCRIPTION CAmbientGeneric::m_SaveData[] =
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{
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DEFINE_FIELD( CAmbientGeneric, m_flAttenuation, FIELD_FLOAT ),
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// DEFINE_FIELD( CAmbientGeneric, m_fActive, FIELD_BOOLEAN ),
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DEFINE_FIELD( CAmbientGeneric, m_fActive, FIELD_BOOLEAN ),
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DEFINE_FIELD( CAmbientGeneric, m_fLooping, FIELD_BOOLEAN ),
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// HACKHACK - This is not really in the spirit of the save/restore design, but save this
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@ -1623,10 +1623,13 @@ void CL_ParseStatusMessage( netadr_t from, sizebuf_t *msg )
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CL_FixupColorStringsForInfoString( s, infostring );
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if( !COM_CheckString( Info_ValueForKey( infostring, "gamedir" )))
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return; // unsupported proto
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{
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Con_Printf( "^1Server^7: %s, Info: %s\n", NET_AdrToString( from ), infostring );
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return; // unsupported proto
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}
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// more info about servers
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Con_Printf( "Server: %s, Game: %s\n", NET_AdrToString( from ), Info_ValueForKey( infostring, "gamedir" ));
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Con_Printf( "^2Server^7: %s, Game: %s\n", NET_AdrToString( from ), Info_ValueForKey( infostring, "gamedir" ));
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UI_AddServerToList( from, infostring );
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}
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@ -1581,7 +1581,7 @@ void GL_InitCommands( void )
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r_speeds = Cvar_Get( "r_speeds", "0", FCVAR_ARCHIVE, "shows renderer speeds" );
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r_fullbright = Cvar_Get( "r_fullbright", "0", FCVAR_CHEAT, "disable lightmaps, get fullbright for entities" );
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r_norefresh = Cvar_Get( "r_norefresh", "0", 0, "disable 3D rendering (use with caution)" );
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r_lighting_extended = Cvar_Get( "r_lighting_extended", "0", FCVAR_ARCHIVE, "allow to get lighting from bmodels too" );
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r_lighting_extended = Cvar_Get( "r_lighting_extended", "1", FCVAR_ARCHIVE, "allow to get lighting from bmodels too" );
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r_lighting_modulate = Cvar_Get( "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" );
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r_lighting_ambient = Cvar_Get( "r_lighting_ambient", "0.3", FCVAR_ARCHIVE, "map ambient lighting scale" );
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r_adjust_fov = Cvar_Get( "r_adjust_fov", "1", FCVAR_ARCHIVE, "making FOV adjustment for wide-screens" );
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@ -44,7 +44,7 @@ void S_SoundList_f( void )
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for( i = 0, sfx = s_knownSfx; i < s_numSfx; i++, sfx++ )
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{
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if( !sfx->servercount )
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if( !sfx->name[0] )
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continue;
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sc = sfx->cache;
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@ -54,7 +54,9 @@ void S_SoundList_f( void )
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if( sc->loopStart >= 0 ) Con_Printf( "L" );
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else Con_Printf( " " );
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Con_Printf( " (%2db) %s : sound/%s\n", sc->width * 8, Q_memprint( sc->size ), sfx->name );
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if( sfx->name[0] == '*' )
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Con_Printf( " (%2db) %s : %s\n", sc->width * 8, Q_memprint( sc->size ), sfx->name );
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else Con_Printf( " (%2db) %s : %s%s\n", sc->width * 8, Q_memprint( sc->size ), DEFAULT_SOUNDPATH, sfx->name );
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totalSfx++;
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}
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}
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@ -2205,7 +2205,7 @@ qboolean S_Init( void )
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s_lerping = Cvar_Get( "s_lerping", "0", FCVAR_ARCHIVE, "apply interpolation to sound output" );
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s_ambient_level = Cvar_Get( "ambient_level", "0.3", FCVAR_ARCHIVE, "volume of environment noises (water and wind)" );
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s_ambient_fade = Cvar_Get( "ambient_fade", "1000", FCVAR_ARCHIVE, "rate of volume fading when client is moving" );
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s_combine_sounds = Cvar_Get( "s_combine_channels", "1", FCVAR_ARCHIVE, "combine channels with same sounds" );
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s_combine_sounds = Cvar_Get( "s_combine_channels", "0", FCVAR_ARCHIVE, "combine channels with same sounds" );
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snd_foliage_db_loss = Cvar_Get( "snd_foliage_db_loss", "4", 0, "foliage loss factor" );
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snd_gain_max = Cvar_Get( "snd_gain_max", "1", 0, "gain maximal threshold" );
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snd_gain_min = Cvar_Get( "snd_gain_min", "0.01", 0, "gain minimal threshold" );
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@ -468,7 +468,7 @@ void Con_CheckResize( void )
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int i, width;
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if( con.curFont && con.curFont->hFontTexture )
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charWidth = con.curFont->charWidths['M'] - 1;
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charWidth = con.curFont->charWidths['O'] - 1;
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width = ( glState.width / charWidth ) - 2;
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if( !glw_state.initialized ) width = (640 / 5);
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@ -1746,6 +1746,7 @@ void Key_Console( int key )
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Con_ClearField( &con.input );
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con.input.widthInChars = con.linewidth;
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Con_Bottom();
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if( cls.state == ca_disconnected )
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{
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@ -1759,6 +1760,7 @@ void Key_Console( int key )
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if( key == K_TAB )
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{
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Con_CompleteCommand( &con.input );
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Con_Bottom();
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return;
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}
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@ -294,20 +294,23 @@ static int BuildImportTable( MEMORYMODULE *module )
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for( ; *thunkRef; thunkRef++, funcRef++ )
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{
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LPCSTR funcName;
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if( IMAGE_SNAP_BY_ORDINAL( *thunkRef ))
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{
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LPCSTR funcName = (LPCSTR)IMAGE_ORDINAL( *thunkRef );
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funcName = (LPCSTR)IMAGE_ORDINAL( *thunkRef );
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*funcRef = (DWORD)COM_GetProcAddress( handle, funcName );
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}
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else
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{
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PIMAGE_IMPORT_BY_NAME thunkData = (PIMAGE_IMPORT_BY_NAME)CALCULATE_ADDRESS( codeBase, *thunkRef );
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LPCSTR funcName = (LPCSTR)&thunkData->Name;
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funcName = (LPCSTR)&thunkData->Name;
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*funcRef = (DWORD)COM_GetProcAddress( handle, funcName );
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}
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if( *funcRef == 0 )
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{
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Con_Printf( S_ERROR "%s unable to find address: %s\n", libname, funcName );
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result = 0;
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break;
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}
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@ -816,7 +819,7 @@ void *COM_GetProcAddress( void *hInstance, const char *name )
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if( hInst->custom_loader )
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return (void *)MemoryGetProcAddress( hInst->hInstance, name );
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return (void *)GetProcAddress( hInst->hInstance, GetMSVCName( name ));
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return (void *)GetProcAddress( hInst->hInstance, name );
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}
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void COM_FreeLibrary( void *hInstance )
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@ -489,7 +489,7 @@ void Sys_InitLog( void )
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if( !s_wcd.logfile )
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{
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Con_Printf( S_ERROR "Sys_InitLog: can't create log file %s\n", s_wcd.log_path );
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MSGBOX( va( "can't create log file %s\n", s_wcd.log_path ));
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return;
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}
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@ -346,7 +346,7 @@ static const char *UI_Controls_KeyFunc( int key, int down )
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return uiSoundLaunch;
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}
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if( key == K_ENTER && uiControls.dlgMessage.generic.flags & QMF_HIDDEN )
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if(( key == K_ENTER || key == K_KP_ENTER ) && uiControls.dlgMessage.generic.flags & QMF_HIDDEN )
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{
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if( !strlen( uiControls.keysBind[uiControls.keysList.curItem] ))
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{
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