1. 23 Mar, 2020 3 commits
    • divverent's avatar
      Fix the corona bug. The render bug only though. · 792cfa2c
      divverent authored
      This is done by reviving alphamod and colormod arguments of
      RSurf_ActiveCustomEntity.
      
      The current implementation is a bit rough and needlessly copies the
      worldentity; the struct isn't huge though and it's only done when
      actually colormodding (and thus only for coronas, r_editlights, a few
      sprites and nomodels).
      
      git-svn-id: svn://svn.icculus.org/twilight/trunk/[email protected] d7cf8633-e32d-0410-b094-e92efae38249
      ::stable-branch::merge=c1ae7056
      792cfa2c
    • divverent's avatar
      Simplify R_DrawCustomSurface by calling R_DrawCustomSurface_Texture. · f3796fe2
      divverent authored
      Also, removed some stuff that's redundant with R_GetCurrentTexture.
      
      git-svn-id: svn://svn.icculus.org/twilight/trunk/[email protected] d7cf8633-e32d-0410-b094-e92efae38249
      ::stable-branch::merge=c78240ad
      f3796fe2
    • havoc's avatar
      Refactored R_UpdateEntityLighting to CL_UpdateEntityShading, which sets fields... · b761eb6b
      havoc authored
      Refactored R_UpdateEntityLighting to CL_UpdateEntityShading, which sets fields like ent->render_modellight_ambient.
      
      Added texture->render_modellight_ambient and similar fields which concretely define how the material is to be rendered, so all of the various tweaks and modifiers are no longer buried in R_SetupShader_Surface which has now been refactored heavily.
      
      Removed R_LightPoint as it's really not necessary - this change will make lit particles a little bit slower as R_CompleteLightPoint is a slightly more expensive function.
      
      Refactored R_CompleteLightPoint to have more consistent code, changed the final color math so that it passes q1bsp/q2bsp lighting through unmodified.
      
      Changed shading of tag_entity attachments - they now use the root entity's origin for shading, this fixes r_shadows where the shadows could go in different directions on CSQC entities (r_shadows code already contained a hack to work around this problem for network entities).
      
      Renamed r_refdef.lightmapintensity and ambient to r_refdef.scene.lightmapintensity and ambientintensity.
      
      git-svn-id: svn://svn.icculus.org/twilight/trunk/[email protected] d7cf8633-e32d-0410-b094-e92efae38249
      ::stable-branch::merge=4e1f3f76
      b761eb6b
  2. 20 Mar, 2020 2 commits
    • havoc's avatar
      UNMERGE! Refactored R_UpdateEntityLighting to CL_UpdateEntityShading, which... · cb77c846
      havoc authored
      UNMERGE! Refactored R_UpdateEntityLighting to CL_UpdateEntityShading, which sets fields like ent->render_modellight_ambient.
      
      Added texture->render_modellight_ambient and similar fields which concretely define how the material is to be rendered, so all of the various tweaks and modifiers are no longer buried in R_SetupShader_Surface which has now been refactored heavily.
      
      Removed R_LightPoint as it's really not necessary - this change will make lit particles a little bit slower as R_CompleteLightPoint is a slightly more expensive function.
      
      Refactored R_CompleteLightPoint to have more consistent code, changed the final color math so that it passes q1bsp/q2bsp lighting through unmodified.
      
      Changed shading of tag_entity attachments - they now use the root entity's origin for shading, this fixes r_shadows where the shadows could go in different directions on CSQC entities (r_shadows code already contained a hack to work around this problem for network entities).
      
      Renamed r_refdef.lightmapintensity and ambient to r_refdef.scene.lightmapintensity and ambientintensity.
      
      git-svn-id: svn://svn.icculus.org/twilight/trunk/[email protected] d7cf8633-e32d-0410-b094-e92efae38249
      ::stable-branch::unmerge=4e1f3f76
      cb77c846
    • divverent's avatar
      Add a Quake Live-style mouse acceleration mode. · fa52203a
      divverent authored
      Its cvars are m_accel_power*, and the cvar meanings are as close as possible
      to the ezQuake implementation (as its source is available). Names differ though
      due to conflicts with the current linear acceleration mode.
      
      Original code by Frank <[email protected]>, cleanups by Rudolf Polzer <[email protected]>.
      
      From: Frank <[email protected]>
      
      git-svn-id: svn://svn.icculus.org/twilight/trunk/[email protected] d7cf8633-e32d-0410-b094-e92efae38249
      ::stable-branch::merge=c86f199b
      fa52203a
  3. 15 Mar, 2020 14 commits
  4. 22 Feb, 2020 1 commit
    • divverent's avatar
      Another flag bites the dust. This time: -ffinite-math-only. · 83bdd427
      divverent authored
      Since GCC 5, with this flag set, NaN compares equal to zero in some cases but
      not others. Causes e.g. "attempted division by zero" error spam from this QC
      code:
      
      float x = nan("");
      if (x == 0) {
        return 0;
      }
      return 1.0 / x;
      
      Yes, those NaNs should not be happening in the first place, but suddenly
      passing some but not all equality checks to zero seems rather dangerous.
      
      Reference: issue #2412 (not a fix for it; the QC code has a problem too but
      this change helps track it down properly).
      
      git-svn-id: svn://svn.icculus.org/twilight/trunk/[email protected] d7cf8633-e32d-0410-b094-e92efae38249
      ::stable-branch::merge=f96918f0
      83bdd427
  5. 31 Dec, 2019 1 commit
  6. 20 Sep, 2019 1 commit
  7. 13 Sep, 2019 1 commit
  8. 24 Aug, 2019 1 commit
  9. 02 Feb, 2019 2 commits
  10. 03 Aug, 2018 10 commits
  11. 05 Apr, 2018 4 commits