Also changed .local/share/openarena to .local/share/OpenArena.
com_homepath will properly be permanently broken as it cannot handle two different home names.
HOME must be defined: Not a regression
Only one level of mkdir: Not a regression (but might be more relevant)
com_homepath is not fully implemented and it will need to be set to "openarena" instead of ".openarena". But that just makes it like Mac.
The exact choice may depend on what fromhell uses for compiling. I prefer going for gnu11.
Note that the choices without gnu-extensions are all broken and have always been so.
I did not know why "cg_leiEnhancement 1" caused the game to crash.
Before I started debugging I just ran through tr_particles.c and fixed a lot of warnings. This also fixed my problem.
I think the critical part was:
```
-int reallyactive;
+particle_t* reallyactive;
```
The diff makes it a bit hard but another change was:
```
else if (p->colortype = P_INDEXED)
```
to
```
else if (p->colortype == P_INDEXED)
```
and:
```
-vec3_t color;
+vec4_t color;
```
* A WIP particle system
* - Some more particle refactoring
- an attempt to fix things that went wrong
- trying to integrate fog onto particles (which is currently wrong)
- qpal.h committed (oops)
- Attempt to separate particle rendering from particle moving for future optimization/refactor
Windows version can be compiled with: PLATFORM=mingw32 ARCH=x86 CC=i686-w64-mingw32.static-gcc WINDRES=i686-w64-mingw32.static-windres LD=i686-w64-mingw32.static-ld make USE_CODEC_XMP=0 USE_CURL=1
XMP can be enabled if you have compiled the libxmp. I have that in an image that I'll use for builds.
- Try to determine which 3dfx card we are using
- Use GL_CLAMP for 3dfx instead, fixes dynamic lights/skyboxes/etc. (GL_CLAMP_TO_EDGE becomes GL_REPEAT on older 3dfx drivers)
- Support for 3dfx gamma control and overbrights restored
- Indexed w/ alpha color is now forced GL_RGBA on Voodoo Graphics (v1)
- attempt at silencing the 3dfx splash
- can be defined off to windowless behavior
- X still doesn't close it
- Still some makefile-related and other cleanup/implementation to do. i sleepcoded this :(
- r_flareDelay - delays the glReadPixels every specified tics to keep the video bus from being congested by excess reads (maps with way too many flares (i.e. pvomit) sohuld not slow down as much as before)
- TestFlareFast actually now is working as intended because of it
- normal high quality flare functionality moved to r_flareQuality 2.
- r_flareQuality default is now 1.
- r_parseStageSimple - working towards pcx2 support by loading shader stages with the texture last, to approximate blending functions by processing them into having alpha channels (or not, for opaque surfaces). Because I can.
- leifx filter change - indicate number of passes to the shader, so the pixel blurring order can be tweaked to further perfection (ridding the left pixel check as that happens)
- r_virtualMode now takes the same modes from r_mode, rather than specifically 640x480 and 320x240
- cleaning up a bunch of warnings and general code refactoring
- r_lightmapBits - specify color depth of the lightmap
- added a few more r_modes
- r_iconBits - specify the color depth of icon elements, saves a bit of vram and the loss is questionably perceptable with all those flat colors anyway
- r_textureDither - work in progress dither for 16-bit textures
- deprecate r_shadeSpecular
- safelewd: load from models/player, so we can hit models/playerfs/ directory
- Detail texture scale and layesr also adjust the amplification and density of this effect
- Detail mip fade fixed
- r_suggestiveThemes 0 properly loads models and shaders and textures from models/player only. speedup a bit
- r_suggestiveThemes 2 loads _lewd models, shaders and textures. To keep 'safe' and 'sexy' safe from autodownloaded lewd that respect the prefix.
- removing r_anime _cel loading, which conflicts with the above system and i'm going all out shader on that anyway
- even more waterimage removal
- r_leifx no longer allows trilinear filter. closer to actual real world voodoo behavior
- fixed brightness shader
- fixing leifx shaders
- r_modelshader - enables the use of a new diffuse fragment shader for enhanced model shading
- shadespecular slightly regressed :(
- don't do libxmp for travis?
- disabled leifx gamma, seems redundant with actual gamma now
- more waterimage cruft removal. don't do this waterreflectrefract until we have fbos please