- timedemo finishing writes to cl_timedemoResult (for UI3)
- support for screen palletizing shader
- Additional placeholder textures (not yet used)
- trying to make r_film more dynamic
- more model shading crap you should ignore
- also, ignore the
- More r_envmode/shademode removal
- LoadTGA warning shouldn't try to load the tga anyway (leading to gray badly loaded textures which may have memory leaks or buffer issues or something)
- Added lightingSpecularDiffuse which is like diffuse, but clamps and does a specular calc for the overbrights, and this is also disableable with the new r_shadeSpecular cvar
- Added tcGen environmentWater which is more suitable for water
- Faster bulge code from JK2
- Shutting up TGA loading fatal errors for warnings instead (to hunt down bad TGAs easier)
- NTSC filter support
- added some rgbGen that has entity colors AND lighting, so colorable players don't have to glow
- broken image loading time for imagelist
- unfinished texture dumping mode, r_texdump would save jpegs of any texture that loads....upside down. The purpose of this is to make compact content builds with only the used textures (without bloat)
- the eager beginning of a water refraction/reflection buffer
- some map texture listing fixes
- very unfinished revolution environment maps
- very unfinished 'crazy' lighting changes
- some pointless whitepsaces added for no reason other than to open file, add something, remove it later, and leave it changed
- Accumulation buffer motion blur, which should work on shader model 2 hardware with less memory footprint. Pixel shader moved to r_motionblur 3 (will do texture motionblur on 2)
- Tried to make r_tvMode 2 half vertical resolution, and failed.
- Q3MME's FX scripted particle system files, just dropped in there, because they can't compile at all atm. Procrastinplanning on integrating this to replace my cgame effects
- similarly, r_anime looks for _cel prefixed shaders and loads them instead
- r_iconmip - resizes 2D icons (that have nopicmip) to save some inches of video memory/texture cache.
- Don't allocate motionblur textures if motionblur is off
- Motionblur variable passes hack
- remove debug lines from the wip shading mode
- GLSL Color control WIP
- 'crazy' lighitng WIP
- GLSL Motion blur WIP. Currently VRAM heavy
- Attempt at fallback shaders, which doesn't work right now.
- r_slowness, r_slowness_cpu and r_slowness_gpu cvars that sort of fake system bottlenecks. not useful for playing
- more r_modes, no standards followed.
- some additional but dummied out model shading functions
Quarter-broken texture resampling from Darkplaces
Half-broken otherblendmodes=alpha fixes for Pvr
Postprocess Bloom works on S3TC and texturebits 0
Fix memory allocation typo with postprocess
- Moved tcpp flare enabling to different flare cvar values (2, 3, 4)
- added more lens flare types (5, 6, 7, 8)
- Sun improvements including a flare for the sun (r_flareSun)
After playing Team Arena, if you switch to Q3A and try to play a demo with
cl_allowDownload enabled it would print "Need Paks: blah blah" and not play the demo.
Note: This uses the generic curlbuild.h because it is used by multiple platforms.
A system curl would have a configure generated one.
The libraries for win32 and win64 were cross compiled with these options:
--disable-shared --enable-static --disable-ares --enable-http \
--enable-ftp --disable-ldap --disable-ldaps --disable-rtsp \
--disable-dict --disable-file --disable-telnet --disable-tftp \
--disable-pop3 --disable-imap --disable-smtp --disable-gopher \
--enable-ipv6 --without-ssl \
--disable-manual --disable-libcurl-option
This effectively enables only HTTP and FTP protocol support.