From 720eab4a3bd5ccedd42cb307727a8f80e5914abb Mon Sep 17 00:00:00 2001 From: havoc Date: Tue, 3 May 2005 21:49:25 +0000 Subject: [PATCH] 393 (+53) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5219 d7cf8633-e32d-0410-b094-e92efae38249 --- todo | 80 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 76 insertions(+), 4 deletions(-) diff --git a/todo b/todo index f3d45f00..1f3a50b0 100644 --- a/todo +++ b/todo @@ -14,13 +14,19 @@ -d (flum) darkplaces client: corona on your own muzzleflash is annoying when looking down because it can be seen, disable corona on all muzzleflashes (flum) -d (mashakos) darkplaces input: fix the mouse move when console is raised in glx, probably by ignoring the first move after console raise (mashakos) -d (ryan[sg]) darkplaces loader: halflife wad loading is unable to seek to lump table (ryan[sg], Elric) +-d (scar3crow) darkplaces physics: some pushers aren't affecting entities standing on them, such as the e3m2 key on a falling platform, monsters on moving floors, and players riding down the e1m1 lift (scar3crow) -f (VorteX) darkplaces protocol: add DP_EF_HIGHPRECISION to send float origins instead of shorts (VorteX) -f (sublim3) darkplaces protocol: fix cl_nodelta 1, it's halting updates after you move away from an area (Tomaz, sublim3) -f (yummyluv) darkplaces protocol: add buttons 9-16 (yummyluv) 0 darkplaces WGL client: figure out why GDI input has stuttering problems with gl_finish 0 mode (Kinn, Urre, romi, Spike, Black) +0 darkplaces WGL/GLX/SDL client bug: if sound is unavailable (causing a freeze waiting for it to become available), the config is reset (SavageX) +0 darkplaces X11 keyboard: make sure that the XLookupString code is not little endian specific (Elric, jitspoe) 0 darkplaces client bug: te_customflash isn't working? (Wazat) +0 darkplaces client/server: unable to control player in TAoV multiplayer (RenegadeC) +0 darkplaces client: Draw_CachePic: failed to load gfx/net.lmp (LordHavoc) 0 darkplaces client: GAME_NEXUIZ: implement new hud and scoreboard based on http://www.quirkybastards.net/qmods/scoreboard.jpg except with deaths instead of lives, and map name instead of "be the last one alive" and remove the time string and map string at the bottom, instead showing the hud (Vermeulen) 0 darkplaces client: PRYDON_CLIENTCURSOR should be able to click on sprites, make sure it uses a minimal bounding box for viewmodelforclient sprites to avoid 'slop' area around a sprite (FrikaC) +0 darkplaces client: PRYDON_CLIENTCURSOR should skip transparent bmodels to avoid hitting the roofs of shops in Prydon (Urre) 0 darkplaces client: add a swinging weapon motion to replace the removed forward/back movement of the weapon, should be controllable with cl_bob_* cvars (Joel Murdoch) 0 darkplaces client: add back cl_particles_lighting cvar and add back the particle lighting (romi) 0 darkplaces client: add cvars to control lighting quality to allow performance tradeoffs; r_shadow_ options for use of dot3 shading, etc @@ -28,6 +34,7 @@ 0 darkplaces client: don't query servers twice in slist, only add new unique servers when parsing a server list (Willis) 0 darkplaces client: make envmap work with the corrected layout 0 darkplaces client: make server queries use a queue to avoid flooding out queries too fast (Willis) +0 darkplaces client: reduce number of particles used, and particle limit, to save some memory (LordHavoc) 0 darkplaces client: variable width font support using a character width file (FrikaC) 0 darkplaces collision: Mod_Q3BSP_TraceBrush_RecursiveBSPNode can be optimized to take a clipflags parameter like R_Q3BSP_RecursiveworldNode (Vic) 0 darkplaces collision: check Urre's sltest.bsp and slopestuck.dem and fix the sticking bug, which only happens with sv_newflymove 1 (Urre) @@ -35,17 +42,30 @@ 0 darkplaces console: add condump command to output recent console history (note: wordwrap will remain, trailing spaces will be stripped though), and add it to the readme (Edward Holness) 0 darkplaces console: bug: when logging using log_file and log_sync 0, setting log_file back to "" does not close the file until another message is posted? 0 darkplaces console: exec is broken, it requires two newlines around it, which is breaking the prydon quake.rc (FrikaC) +0 darkplaces cvars: sort cvars and commands by name so that when saved to config they are sorted (might also be able to remove sorting from cvar/command listing) 0 darkplaces docs: write docs about in_bind/in_bindmap in readme (shadowalker) 0 darkplaces editlights: add coronascale setting to rtlights (romi) 0 darkplaces editlights: split rtlight drawshadows option into drawworldshadows and drawentityshadows options, this allows combinations like no world shadows (for speed) but still having entity shadows (Mitchell, romi) +0 darkplaces extensions: edit FRIK_FILE documentation to mention that fgets uses its own separate buffer, so only one fgets can be done at a time without uzing strzone, but that darkplaces uses standard tempstrings for fgets (it doesn't - change it!) and mention DP_QC_MULTIPLETEMPSTRINGS (FrikaC) +0 darkplaces extensions: edit FRIK_FILE documentation to mention that strcat uses its own separate buffer, and that a = strcat(a, b);a = strcat(a, c); works correctly despite this, also mention that in DP strcat uses standard tempstrings, and mention DP_QC_MULTIPLETEMPSTRINGS (FrikaC) +0 darkplaces init: if quake.rc is missing, run the commandline options anyway (LordHavoc) +0 darkplaces init: move all cvars to host.c (LordHavoc) 0 darkplaces input: centerview command isn't doing anything until console is activated, it should begin the pitch drift immediately as in quake (Sajt) 0 darkplaces input: ignore first mouse move in windows fullscreen when coming back from an alt-tab (sublim3) +0 darkplaces loader: cause an error (or at least don't crash) if using a lit file that is too short (Urre) +0 darkplaces loader: fix hlbsp transparent surface support (mrinsane) +0 darkplaces loader: nexuiz loading a level often loops part of the map's music during loading, this is probably an extra Host_Frame being executed during loading, where it shouldn't be (Vermeulen) 0 darkplaces loader: only load .lit if the file size matches lumpsize * 3 + 8, as a rough check that the lit is for the correct bsp file (Spike) 0 darkplaces loading: add hud_clearprecache and hud_precachepic commands to preload pics by name, these get reloaded by r_restart as well, mods can put a lot of these commands in their default.cfg to precache needed hud art (Tomaz) 0 darkplaces loading: check for out of bounds lump data ranges in maps (FrikaC) 0 darkplaces loading: check for truncated sound files (FrikaC) 0 darkplaces makefile: add icon to windows sdl builds (RenegadeC) 0 darkplaces memory: add Mem_AllocNoClear function, and use it where possible, if developer is on it should clear with random garbage +0 darkplaces menu: add gl_picmip setting to graphics options menu, and an r_restart button (LordHavoc) +0 darkplaces menu: move all options into a submenu so that people won't keep ignoring the other submenus +0 darkplaces model: don't Host_Error when a model is unknown/unsupported type (SavageX, Vermeulen) +0 darkplaces model: ignore attempts to load "" (SavageX, Vermeulen) +0 darkplaces networking: make darkplaces detect its *public* client port from master server and send that in nq connect messages (wallace) 0 darkplaces optimize: Collision_TraceBrushBrush should compare enterfrac changes to realfraction and skip out if further, also leavefrac (Vic) 0 darkplaces optimize: R_Q1BSP_BoxTouchingPVS and R_Q3BSP_BoxTouchingPVS should check pvsframe on nodes as well as leafs (Vic) 0 darkplaces optimize: R_Q3BSP_RecursiveWorldNode should take clipflags parameter and do not cull a node against a plane if the parent node is totally on one side of the plane (Vic) @@ -55,6 +75,7 @@ 0 darkplaces physics: figure out why monsters keep making fall pain sound after they've landed in dpmod (Cruaich) 0 darkplaces physics: q3bsp collisions are still glitchy, particularly gunshots hitting thin air near brushes, even with mod_q3bsp_optimizedtraceline 0, test in dpdm2r by shooting down through gaps in the architecture around the top platform (Vermeulen) 0 darkplaces physics: test TecnoX and find the frikbot crash in SV_Physics (KrimZon) +0 darkplaces physics: the zombie lift in e3m2 before the gold key is not working (scar3crow) 0 darkplaces protocol bug: it's possible to get a "received signon 1 when at 1" error in singleplayer when restarting level, perhaps this relates to very low framerate 0 darkplaces protocol: PRYDON_CLIENTCURSOR should use a stat and .prydoncursor field instead of the cl_prydoncursor cvar, because stuffcmd is a bit icky (FrikaC) 0 darkplaces protocol: add DP_GFX_QUAKE3MODELTAGS_ATTACHMENTTYPE extension to allow attachments to affect only origin or only orientation, and enable/disable client camera turning while attached (Urre) @@ -72,27 +93,47 @@ 0 darkplaces protocol: fix signon error when starting prydon without +map curig2 (FrikaC) 0 darkplaces protocol: server should send slowmo to client somehow (Vermeulen) 0 darkplaces protocol: server should send sv_gravity to client somehow (Vermeulen) -0 darkplaces readme: add log_file documentation (Edward Holness) +0 darkplaces readme: add log_file and log_sync documentation (Edward Holness) +0 darkplaces readme: document the ctrl-escape hotkey for toggleconsole (LordHavoc) 0 darkplaces renderer bug: q3bsp alpha shaders are not being lit? (Cheapy) 0 darkplaces renderer bug: q3bsp ignoring EF_ADDITIVE on opaque surfaces such as Nexuiz teleporters? (Vermeulen) 0 darkplaces renderer: GAME_NEXUIZ: use occlusion query extension (if supported) for testing corona visibility instead of traceline - curve collisions are dragging down corona performance in some maps (Vermeulen) +0 darkplaces renderer: add a vertical splash effect to raindrop splashes, not just the ring (Stribbs) 0 darkplaces renderer: add per-entity PolygonOffset to renderer, to allow zfighting bmodel/world glitches to be fixed, this has to affect all rendering involving the entity, including light/shadow (Tomaz) 0 darkplaces renderer: add procedural ripple distortion texture of some sort for use with envmap reflections (FrikaC) +0 darkplaces renderer: add r_shadow_glsl_usehalffloats cvar to make make GLSL shaders use "half" data type, automatically set this if on GFFX (MauveBib) 0 darkplaces renderer: add r_shadow_light_polygonoffset and polygonfactor cvars for lighting polygons (Diablo-D3) 0 darkplaces renderer: add r_shadow_realtime_world 2 mode (and update menu), make 1 only render rtlights if they came from a .rtlights file and mode 2 render them even if they were imported from the map, always render imported ones if editing mode is turned on (Willis) +0 darkplaces renderer: add r_shadow_visiblelighting cvar which draws redish orange polygons similar to visiblevolumes for measuring number of light passes per pixel (Harbish) 0 darkplaces renderer: alias layers should have a shadow volume pass so that nodraw textures don't cast a shadow +0 darkplaces renderer: alternate anims are not showing up in wall renderer - they are working for rtlights however (LordHavoc) +0 darkplaces renderer: animated textures are not being lit by static rtlights (LordHavoc) +0 darkplaces renderer: audit all text drawing to make color codes work properly everywhere, right now they are even managing to mess up death message printing if someone has a color code in their name (Vermeulen) 0 darkplaces renderer: audit rtlight ambient rendering, apparently scissor is clipping away parts of lights that have ambientscale but not ones that have diffusescale or specularscale (Zenex) +0 darkplaces renderer: build a temporary msurface_t struct in model renderer and call map surface list renderer, eliminating model surface renderer (LordHavoc) 0 darkplaces renderer: change sky handling to draw sky even if fog is on, and fog intensity should be cvar controlled (Deej, C0burn) +0 darkplaces renderer: do bloom effect before world crosshair and coronas and things (KrimZon) 0 darkplaces renderer: don't shut off gl_combine when r_textureunits goes below 2, and don't save gl_combine either 0 darkplaces renderer: envmap command includes the hud in the screenshots, bad! 0 darkplaces renderer: fix disappearing viewmodel (and other models) when in an unvised q3bsp, or partially inside a wall in q3bsp 0 darkplaces renderer: fix q3bsp fogging (Sajt) 0 darkplaces renderer: fix q3bsp map disappearing when noclipping outside it, and the entities still show up +0 darkplaces renderer: fix rtlighting of viewmodel, it should not be performing lighting on a model outside the light radius (LordHavoc) 0 darkplaces renderer: fix the delayed lightmap updates on bmodels, they're lagging behind one frame, very noticable on flickering light 0 darkplaces renderer: fix vis problems when outside the level in q1bsp +0 darkplaces renderer: initialize more lighting state in R_Shadow_Stage_Light to reduce per-surface overhead (LordHavoc) 0 darkplaces renderer: lit sprites (which use R_CompleteLightPoint) are being lit blue by glow_color 108 dlights (Cheapy) +0 darkplaces renderer: make "sky" keys in worldspawn override q3 sky shaders (Vermeulen) +0 darkplaces renderer: make meshqueue transparent sorting take a farclip instead of using 4096 (LordHavoc) +0 darkplaces renderer: make r_showtris use antialiased lines for a speed gain on nvidia (LordHavoc) 0 darkplaces renderer: make sure that the texture fragment allocator can upload a full size block that uses the entire image, this may involve width/height comparisons needing a + 1 (fuh) +0 darkplaces renderer: opaque water (r_wateralpha 1) is not being lit by rtlights (LordHavoc) +0 darkplaces renderer: r_drawcollisionbrushes 2 is broken (LordHavoc) 0 darkplaces renderer: reverse corona traceline direction so that a player in solid can see coronas (Urre) +0 darkplaces renderer: text coloring is only affecting the first line of messagemode text (LordHavoc) +0 darkplaces renderer: texture bindings are sometimes somehow messing up texture uploads, replacing the wrong texture (LordHavoc) +0 darkplaces renderer: vertex normals seem to be generated backwards (LordHavoc) +0 darkplaces renderer: write rendering functions that take msurface_t * lists and migrate most of renderer to them (LordHavoc) 0 darkplaces server: PF_vectorvectors is broken, given a v_forward from makevectors (not using roll) it does not give the same v_right and v_up vectors (VorteX) 0 darkplaces server: add DP_QC_STRTOKEN extension with these functions: float strtokens(string s, string separator) = #;string strtoken(string s, string separator, float index) = #; (FrikaC) 0 darkplaces server: add DP_QC_WRITESTRING2 extension, same as writestring but does not write trailing 0 (shadowalker) @@ -108,10 +149,16 @@ 0 darkplaces server: apparently MOVETYPE_WALK on non-players is frequently resetting origin to oldorigin, why does it think it's in solid? (Wazat) 0 darkplaces server: automatically choose a server port if the bind fails, just keep incrementing the port until it finds an available port (tell Spike) 0 darkplaces server: figure out what's breaking RenegadeC's TAOV monster jump code (RenegadeC) +0 darkplaces server: implement first unused/last used entity range optimization on entity spawn/remove similar to the client particles (LordHavoc) +0 darkplaces server: losing player colors on join (LordHavoc) 0 darkplaces server: make dedicated server not load images (maybe all fail?) 0 darkplaces server: make fopen have the ability to disable fopen builtin access to read /, read data/, write data/, or disable fopen builtin entirely +0 darkplaces server: make noclip/fly cheats use MOVETYPE_CHEATNOCLIP/MOVETYPE_CHEATFLY which would have the nicer movement interface (Spikester) +0 darkplaces server: send cvar commands to client to set cl_movement_* cvars (Vermeulen) +0 darkplaces server: send cvar commands to client to set cl_slowmo and cl_gravity, and use these in the client (Vermeulen) 0 darkplaces server: silver key missing in the map Menkalinan at http://quakemaps.nm.ru/maps2.html (zarquon) 0 darkplaces sound: Lordhavoc needs to talk to fuh about snd_macos.c (fuh) +0 darkplaces sound: spatialization bug occurs in The Ascension of Vigil, making all player and monster sounds far to the right (RenegadeC) 0 darkplaces sound: the new sound engine should have a cvar for random variations of pitch on sounds like in doom (RenegadeC) 0 darkplaces: make loadimagepixels take a string of space separated path patterns to check for a file in, to cut down on the number of wasted file checks for things that never occur (Spike, Up2nOgOoD) 0 dpmod: allow selection of weapons with secondary ammo but no primary ammo, and switch away if trying to fire primary ammo you don't have (romi) @@ -131,6 +178,7 @@ 0 dpmod: make teleport leave an EF_ADDITIVE clone of the player which fades out 0 dpmod: monsters falling out of level? (Sajt) 0 dpmod: monsters shouldn't constantly do sightsounds on a slain player, it's annoying and silly +0 dpmod: respawning doesn't stop burning (innovati) 0 dpmod: shouldn't get double kill for killing something and its corpse (Sajt) 0 dpmod: test for any unnamed death messages that might be happening 0 dpmod: try making ball lightning mortar shamblers (scar3crow) @@ -144,6 +192,9 @@ 0 dpzoo.map: thief-like area to sneak past a guard who can easily kill you (shambler?) to demonstrate lightlevel checking 0 hmap2 -light: add a new light type which matches the old hlight behavior, and a -hlight option to make lights default to this type (Crusader, Urre) 0 hmap2 -qbsp: add ORIGIN brush support in bmodel compilation (Carni) +0 hmap2 -qbsp: errors still occur in mrinsane's newmap.map file, tyrqbsp does not have these problems (mrinsane) +0 hmap2 -qbsp: various errors still occur for Predator's Transfusion maps (Predator) +0 hmap2 -vis: test that bitlongs code works properly on big endian systems such as Mac (LordHavoc) 0 hmap2: add CAULK texture support - delete surfaces using this texture, or at least don't link them (Tomaz) 0 hmap2: figure out why there is a subtle difference between bmodel lighting and wall lighting, something to do with nudges causing different attenuation? (Urre) 0 hmap2: make sure seconds reports in all tools don't print secondssss when they're printing shorter and shorter updates (FrikaC) @@ -213,6 +264,7 @@ 2 darkplaces collision: do trace against patch bbox before testing triangles 2 darkplaces collision: modify Collision_ClipTrace_Line_Sphere to have a slight backoff on impact, like all other collision functions (tell TheBurningRed) 2 darkplaces collision: use larger of model box or collision box for linking into areagrid so that bullet tracing can use the model bounding box instead of the collision one? (Urre) +2 darkplaces console: add a "maps" command which takes the list from "dir maps/*.bsp" and prints the actual names of all the levels according to their worldspawn.message keys (RPG) 2 darkplaces console: figure out how to prevent "alias a a" - infinite loop when executed, this should be detected when executing it (Vicious) 2 darkplaces console: review the whole set of console commands and cvars carefully and identify interactions, known interactions include sequences such as +sv_cheats 1 +map e1m1, or +maxplayers 8 +deathmatch 7 +map dpdm2, but for some reason this works with the cvar after the map command, and also if you do -window it does not affect the value saved to config, because the configs are executed again after the -window, perhaps it is not executing the commandline a second time? apparently also -dedicated without +map does not load a map automatically in transfusion (Wazat, Willis) 2 darkplaces image: add scaling capabilities to Image_CopyMux @@ -231,6 +283,7 @@ 2 darkplaces renderer: make corona occlusion testing use GL_ARB_occlusion_query instead of a CL_TraceLine (Riot) 2 darkplaces renderer: make light checks use rtlights if in r_shadow_realtime_world 1 mode for consistency reasons on transparent models and such, as well as particles (romi) 2 darkplaces renderer: move skybox/skysphere render to after sky polygons, so that they can do a depth comparison to draw only on the sky polygons, using DepthRange(1,1) and DepthFunc(GL_GREATER), note though that portal renders will need half depth range (Mercury) +2 darkplaces renderer: transparent surfaces are not being lit by rtlights (Vermeulen) 2 darkplaces server: add DP_SV_COLLISIONCONTENTMASK extension (Urre, Spike) 2 darkplaces server: add EXT_BITSHIFT extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike) 2 darkplaces server: add EXT_DIMENSION_GHOST extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike) @@ -331,15 +384,14 @@ 5 dpzoo.map: make some things that make the player bigger/smaller to demonstrate scaling and better viewheight handling and brush collisions (depends on brush collisions) 5 hmap2: fix tjunctions on leaky maps (Sajt) 6 darkplaces client: add a "edit" command that can edit text files (I.E. .qc and progs.src) using a dialog window (allow multiple), and then add a "frikqcc" command to run it on the current mod (if it's in the command path at least) +6 darkplaces renderer: add HalfLife2 style water rendering (Mitchell, Stribbs) 6 darkplaces renderer: add cubemap reflections like UT2003 somehow (perhaps entities would define the reflection maps for rooms, and a water entity would take care of the rest?) (TEU, Nexuiz, Sajt) -6 darkplaces renderer: add water refraction like HalfLife2 (Mitchell) 6 darkplaces renderer: figure out an LOD scheme for really large outdoor environments (Uffe, Sajt) 7 darkplaces csqc: add clientside quakec (KrimZon, FrikaC, Sajt) -7 darkplaces protocol,renderer: add DP_ENT_DISTORTIONFIELD which visually pulls things inward/outward around an entity (Supajoe, Sajt) +7 darkplaces protocol,renderer: add DP_EF_REFRACT which turns an entity into a refraction effect similar to doom3 shockwave/heathaze (Supajoe, Sajt) 7 darkplaces renderer: make it work on Savage4 again (Ender) 7 darkplaces renderer: mirrors (Sajt) 7 darkplaces renderer: shadow volume clipping (romi) -d darkplaces client: change server browser listing structures to store the real data returned from the server, rather than the current processed strings suited only to the menu, menu qc needs to look at the original data (Black) d darkplaces GLX client: make sure that vid_vsync is taking effect immediately d darkplaces SDL client: add key repeat d darkplaces WGL client: if gamma setting fails, restore system gamma (RenegadeC) @@ -371,14 +423,17 @@ d darkplaces client: add to .rtlights these fields: flags (ambient, diffuse, spe d darkplaces client: add two cvars to replace sbar_alpha, one would control background as 0-1, and one would control everything else as 0-1 d darkplaces client: add video playback handles to the cl_video code so that other systems can use streaming video textures, and allow the menu qc to use these (Black) d darkplaces client: all glow trails are bright blue (Kinn) +d darkplaces client: change server browser listing structures to store the real data returned from the server, rather than the current processed strings suited only to the menu, menu qc needs to look at the original data (Black) d darkplaces client: crosshair traceline should not hit your own model (Willis) d darkplaces client: don't disconnect before attempting to connect to another server, so if it fails you remain on the current one (RenegadeC, Urre) d darkplaces client: don't draw entities which are tagged to the camera entity; exterior view models and such +d darkplaces client: dynamic allocation of entity_t structures to save memory (LordHavoc) d darkplaces client: entities not being removed in quake protocol demos? (MoALTz) d darkplaces client: figure out why r_editlights_edit cubemap is not setting the light's cubemap name d darkplaces client: figure out why tenebrae style dlights are brilliantly blue, PLUS their color d darkplaces client: fix 'no such frame 0' warnings in prydon when examining wands in stores d darkplaces client: fix disappearing decals bug, it seems that when the smoke disappears so do the decals (Urre) +d darkplaces client: got an error: Protocol: Runaway loop recursing tagentity links on entity -7763899 (LordHavoc) d darkplaces client: increase resolution of particlefont to 512x512 (Chillo) d darkplaces client: interpolate punchangle and punchvector from network (Sajt) d darkplaces client: lerp lightstyles (Mitchell) @@ -391,6 +446,7 @@ d darkplaces client: make sure the join game menu shows status on a connection a d darkplaces client: mini scoreboard (the deathmatch overlay) shows player names multiple times in some cases, fix this! d darkplaces client: remove GAME_NETHERWORLD cvars, as they have been added to the default.cfg (VorteX) d darkplaces client: reset cl.viewzoom on connect (Rick) +d darkplaces client: send one input message per server message instead of using sys_ticrate (LordHavoc) d darkplaces client: skybox should not be reset by r_restart (Stribbs) d darkplaces client: when video restarts, set the vsync status variable back to false so it will set it on the first VID_Finish if it is supposed to be on (Tomaz) d darkplaces collision: mod_q3bsp_optimizedtraceline going through brushes? (Vermeulen) @@ -398,6 +454,9 @@ d darkplaces commandline: make commandline parser ignore + and - if they were no d darkplaces compatibility: add a sv_gameplayfix_setmodeluserealbox to allow people to use the +-16 box hack for running some mods (Spike) d darkplaces console: add "set" and "seta" commands (DP_CONSOLE_SET and DP_CONSOLE_SETA extensions) to create a cvar and set its value (seta makes a saved cvar) (VorteX) d darkplaces console: add DP_CON_SET and DP_CON_SETA extensions to describe the set and seta commands +d darkplaces console: allow typing characters > 126 (LordHavoc) +d darkplaces console: default to insert mode (LordHavoc) +d darkplaces console: get rid of stupid cursor right at end of line behavior in console, repeating characters from the previous edit line is just annoying (LordHavoc) d darkplaces console: make typing "; quit " in messagemode NOT quit the game (jitspoe) d darkplaces console: redesign startup script handling to scan scripts for cvars (ignoring commands) and then init video and then run the scripts for real d darkplaces docs: add de-we to credits page for the great icons (de-we) @@ -412,11 +471,15 @@ d darkplaces game: GAME_FNIGGIUM: "data" directory (not "id1" at all) d darkplaces game: GAME_FNIGGIUM: 22050/44100 khz sound default d darkplaces game: GAME_FNIGGIUM: console doesn't show unless you manually pull it down (Sajt) d darkplaces game: GAME_FNIGGIUM: minimum resolution: 640x480 +d darkplaces general: reduce cl_entities memory usage (LordHavoc) +d darkplaces general: reduce entityframe5_database_t memory usage to reduce per-client memory (LordHavoc) +d darkplaces general: reduce particle_t struct size (LordHavoc) d darkplaces input: CTRL-V clipboard paste feature in windows (Rick, FrikaC) d darkplaces input: add more joystick buttons, 3 isn't enough (Static_Fiend) d darkplaces input: allow typing characters > 128 into console to allow Latin1 fonts to be used properly, already works in text messages (Urre) d darkplaces input: key repeat should work in menus, for example scrolling quickly through options (Up2nOgOoD) d darkplaces loader q3bsp: remove snapping to integer on patch vertices (HReaper) +d darkplaces loader: LoadTGA needs to read a palette whether the image uses it or not, and should ignore alpha if there are no attribute bits, to comply with the TGA spec http://netghost.narod.ru/gff/graphics/summary/tga.htm (LordHavoc) d darkplaces loader: add q2 sprite support sometime d darkplaces loading: clear stainmaps on map restart/change based on cl_stainmapsclearonload cvar (John Truex) d darkplaces loading: fix bumpmapping, there's something quite mixed up about the svectors and tvectors (Randi) @@ -454,14 +517,18 @@ d darkplaces protocol: rename PreciseAngle stuff to Angle16, add Angle8 function d darkplaces release: add windres stuff to makefile to compile darkplaces icon into win32 builds (tell de-we) d darkplaces renderer: .skin loading for models (override skins - not exactly shaders, but adequate, missing replacements are nodraw, this allows q3 player models with optional accessories) (Electro) d darkplaces renderer: 12bit color textures in 16bit mode?? (Tomaz) +d darkplaces renderer: bmodels all rendering as water in malefic (Harbish) d darkplaces renderer: check out qe1 textures and make sure they load in all the e1 maps, report of crashing in most but not all maps (Linny Amore) +d darkplaces renderer: check that surface has triangles before adding it to the texturesurfacelist (LordHavoc) d darkplaces renderer: examine the surface rendering code to make sure it has no bugs regarding texture selection for any of the passes (sublim3) d darkplaces renderer: figure out the 'inverted bumps' bug on some texture orientations (see crate tops at end of e1m1, tenebrae1 does not suffer this problem somehow) (U8Poo) d darkplaces renderer: figure out what's wrong with gloss rendering vertex calculations, which may be GF2 related (QorpsE) +d darkplaces renderer: figure out why glow rendering on models seems to get brighter/darker when gl_combine is turned on/off (LordHavoc) d darkplaces renderer: fix EF_ADDITIVE alias model entities not appearing in realtime lighting mode (VorteX) d darkplaces renderer: fix a crash when changing level while using qe1 textures (Todd) d darkplaces renderer: fix loadsky;r_restart;r_restart crashing or showing random textures (Sajt, Randy) d darkplaces renderer: fix model lighting with r_shadow_realtime_world_lightmaps mode, it seems to be adding dlights to vertices? (Mitchell) +d darkplaces renderer: fix r_shadow_glsl 1 mode on textureless maps (LordHavoc) d darkplaces renderer: fix rtdlights not rendering in q3bsp (Vermeulen) d darkplaces renderer: fix the bug causing models in an unlit map to be black when they should be fullbright (Sajt) d darkplaces renderer: fix the sometimes non-animating framegroups on sprites (Kinn) @@ -471,6 +538,8 @@ d darkplaces renderer: make gl_texture_anisotropy take effect immediately like g d darkplaces renderer: make static entities work in realtime lighting mode, like func_illusionary for example, they're currently black (Urre) d darkplaces renderer: make sure r_novis works (Carni) d darkplaces renderer: make sure zym code is rendering at correct brightness, it's too dark in nexuiz (Vermeulen) +d darkplaces renderer: r_shadow_glsl 1 mode has inverted normalmaps - r_shadow_glsl 0 is correct (LordHavoc) +d darkplaces renderer: skybox textures are not being freed when changed! (LordHavoc) d darkplaces renderer: water shader not working with fog (Tomaz) d darkplaces renderer: zym model rtlight support (Vermeulen) d darkplaces server: "edict -1" and other invalid numbers cause an error, should just complain (Supajoe) @@ -484,6 +553,7 @@ d darkplaces server: figure out why zombies are disappearing when not entirely s d darkplaces server: fix SV_SoundIndex warnings in sv_protocolname DARKPLACES5 (Spike) d darkplaces server: fix the sys_ticrate bounds checking, it's constantly setting it to 0.1 when it is already 0.1, don't set it if the change is insignificant d darkplaces server: for some clients PROTOCOL_DARKPLACES5 stops updating after a short while after a reconnect... why? +d darkplaces server: implement q3bsp playerclip support with SOLID_SLIDEBOX (Vermeulen) d darkplaces server: make a getattachmentvectors qc builtin (Supajoe, Urre) d darkplaces server: make findradius use areagrid scans to speed up searching (Urre, Sajt) d darkplaces server: make qc profile command post an error message instead of crashing when used during demo playback (Sajt) @@ -803,6 +873,8 @@ d dpzoo.map: rain d dpzoo.map: skybox d dpzoo.map: snow d dpzoo.map: transparent glass bmodels (DP_ENT_ALPHA) +d hmap2 -qbsp: degenerate edge error that occurs in mrinsane's newmap.map file, tyrqbsp does not have this problem (mrinsane) +d hmap2 -vis: fix CompressVis bitbytes to be correct (Transfusion) d hmap2: add -ambientlight option, with warning that it does not produce a .light file (Harb) d hmap2: add -minlight option, with warning that it does not produce a .lights file (Harb) d hmap2: add a -harshshade option which would not have the 90 degrees incidence = grey hack seen in light.exe (Urre) -- 2.39.2