- 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_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
- 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
- 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
- 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
* Don't warp the mouse on deactivation unless the cursor is in the window
already; this fixes in_nograb
* Stop grabbing the mouse in windowed mode when there is no sense in
doing so
* Make sure that IN_Restart is only called on r_fullscreen modification
if a mode change actually takes place
* Rename IN_StartupJoystick to IN_InitJoystick, add IN_ShutdownJoystick
* Add IN_Restart, which avoids calling IN_DeactivateMouse at the wrong time
* Call IN_Restart when changing r_fullscreen
* Add CVAR_ROM r_sdlDriver for easy checking of the SDL driver in use
* Random README tweaks
* Move Unix specific signal handlers to Sys_PlatformInit
* (Windows only) Don't set the SDL video driver if SDL_VIDEODRIVER is already
set externally
* (Windows only) Use the "windib" SDL video driver if in_mouse is set to -1
Store the resolutions detected by SDL in a cvar. The mod code can
then optionally use the cvar to offer a better choice in the menu.
Signed-off-by: Ludwig Nussel <ludwig.nussel@suse.de>