A bunch of things
- s_interrupt - allows sounds to be interrupted by the same sound or entity channel - new dynamic light calculation for vertex lighting, affecting vertex color (no projected dlight textures) - rgbGen material for allowing calculation for diffuse, specular, emmissive vertex colors by hex values - rgbMod shader command allowing new vertex color effects - removed deprecated R_ParseStageSimple, it never worked as intended - r_slowness gone. Use llvmpipe, PCem, or a slow computer instead. - Spring cleaning of old deprecated/broken post-process GLSL experiments - r_anime broke in 2015 - r_tvMode - well, shaderglass exists now - r_motionblur - Bad technique, too much memory - t_pslettize - slow, relies on shader's lookup of a vector table - r_film - bad on well-lit maps - r_retroAA - this broke early too. also looked bad. would rather implement FSAA 4x - cl_consoleScale : makes the console more 640x480 sized on any higher res. Also affects notify messages, so you can read chat easier - cl_consoleColor also affects the line at the bottom. Also new default colors - If consoleShader can't load (which will happen with some mods), it will fallback to a flat-colored console. - Generic'd the red/blue team names. We will not be having missionpack clans. - SDL2: Clicking the red X now does something: you can leave!!! If it sucks.... hit da bricks!! real winners quit - s_xmp_startPattern - makes the tracker song play a different pattern (for use with sub-songs) - fixed xmp playback as xmp explicitly requires a length of the module now. Fixes issue #96 - suppress the warning about non-22khz music, as mods are playing at the mixer's rate always, and this warning regards a much earlier (1999) unstable sound mixer. - deprecating r_modelshader because the shader got stale, old, buggy, and amd hates it now - r_shadeMethod will be something else (and not shader-based) - r_lightmapColorNorm : Make normalization of bright luxels an option, default is 1 (q3 behavior). - r_lightmapColorNorm 0 = no normalization, straight clamp, like Nightdive's vision of Quake2 - r_lightmapColorNorm 2 = experiment: normalize, but add some luminance on while maintaining the hue by normalizing again. This tries to restore more range on fully saturated colors - dropped SHADER_MAX_VERTEXES back to 1000 because raising it causes various unexpected issues, so dialing it down for now - raise MAX_IMAGE_ANIMATIONS to 16 because I've got a cool water shader using it and 8 is too choppy - Crash fix for older (<=2001) mods by trimming the string shared with ui module, so no overflow for them - jettisoning old proposed mme particle system that was never ever hooked up properly. - other small warning cleanup - r_shadeMethod : 0/1 = q3 behavior, 2 = ue1-ish behavior, 3 = mix of 1 and 2, -1 = one uniform color, 150-666 = a lod range to change between the 3 - r_monolightmaps : refactor - goes to the light data instead of the calculations and images - removed r_greyscale because this is a data-modifying novelty that would complicate support for loading compressed texture formats. This is better off as a post-process shader - environment mapping refactor, rewrite and cleanup - removed a lot of deprecated rgbGens - removed r_texdump (it never worked) - remove a few leftover broken postprocess things - Internal GLSL brightness shader, so gamma control can work without the glsl/brightness_fp.glsl file when r_ext_vertex_shader is 1 and r_alternateBrightness is 2. - r_skyTess - an attempt to make the complexity of skydomes an option so it could use less polygons. Has no effect on skyboxes
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@@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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// A user mod should never modify this file
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#ifdef STANDALONE
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#define PRODUCT_NAME "ioq3+oa"
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#define PRODUCT_NAME "OpenArena"
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#define BASEGAME "baseoa"
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#define CLIENT_WINDOW_TITLE "OpenArena"
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#define CLIENT_WINDOW_MIN_TITLE "OA"
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