Key Features for 7.65 Renderer/Client: 1. HD lightmaps. 2. Alpha and soft shadows in lightmaps 3. Major performance increases in bsp rendering. 4. IQM mesh animation now handled in GPU for major peformance gains. 5. Major optimizations in particle rendering. 6. New glass shader effects. 7. Fixed issues with ATI and shaders. 8. Player shadows now use only shadowmapping. 9. 4 sample PCF dithering for soft shadowmaps. 10. Improvements to water shader effects. 11. Cubemap shaders added for bsp and meshes. 12. Cull no-draw(caulking, etc) at map load. Gameplay: 1. TCA now best two out of three. 2. Fixed issue with Mind Eraser and team games. 3. Fixed issue with teleporters moving up when used. 4. Compensate for the disruptor zoom by reducing input sensitivity. 5. Weapon switching has been made significantly faster. 6. Fix hitboxes for crouched player models. 7. Ghost mode now works like other games: you see what the ghosted player sees. 8. Improvements to demo playback. 9. Fixed issues with weapon bob getting stuck. New Content: 1. New armor models. 2. New shaders for various weapon/item models. 3. Various player models received poly increases for smoothness. 4. HD lightmaps added for a variety of levels. 5. New menu shaders. 6. Documentation updated. Major SVN commits Revision: 3025 Author: max Date: Monday, July 02, 2012 3:03:09 PM Message: Initial commit of HD lightmaps support in the CRX engine. The file format is to be considered NON-FINAL. The final version will include zlib/gzip compression, and possibly other changes as well. So feel free to play with it, but don't "release" any .lightmap files yet. Revision: 3026 Author: max Date: Monday, July 02, 2012 3:04:24 PM Message: cl_speedrecord and cl_alltimespeedrecord Revision: 3028 Author: max Date: Monday, July 02, 2012 3:09:52 PM Message: TCA games are now best two out of three. Revision: 3041 Author: irritant Date: Sunday, July 08, 2012 10:38:30 AM Message: Fix issue with ME and team games. Revision: 3043 Author: max Date: Tuesday, July 10, 2012 4:39:02 PM Message: Initial Zlib compression support for qrad3 (working but disabled.) Revision: 3044 Author: max Date: Wednesday, July 11, 2012 12:47:41 AM Message: Fix long-standing bug where the teleporter moved up whenever someone used it. Revision: 3047 Author: max Date: Monday, July 16, 2012 2:01:07 AM Message: Initial working -texcheck feature. Still pretty crude at this stage. Revision: 3049 Author: max Date: Monday, July 16, 2012 9:45:18 PM Message: Notex option now occludes each color individually and can dim light rather than occlude it entirely. Revision: 3051 Author: strat Date: Friday, July 20, 2012 8:41:17 PM Message: Updated Linux build for zlib support. Use --without-zlib configure option to disable. Small test in files.c. Add (commented out) zlib def to Windows config.h. Added shadowtest.bsp, .lightmap to game_data.am. Minor cleanup of unused struct field in snd_openal.c. Revision: 3053 Author: max Date: Saturday, July 21, 2012 9:09:37 PM Message: Enable Zlib-compression on lightmaps in the map compiler. WILL REQUIRE MODS TO THE WINDOWS COMPILE CONFIGURATION TO ADD ZLIB! Revision: 3054 Author: max Date: Saturday, July 21, 2012 9:10:28 PM Message: Add support for zlib-compressed lightmap files in CRX. WILL REQUIRE MODS TO THE WINDOWS BUILD SYSTEM TO ADD SUPPORT FOR ZLIB! Revision: 3067 Author: max Date: Sunday, July 29, 2012 7:29:08 PM Message: Fix stack smashing on servers with >512 chars worth of connected player names. Revision: 3068 Author: max Date: Sunday, July 29, 2012 7:37:33 PM Message: Fix Info_Print to avoid buffer overflows on other invalid info strings. Revision: 3069 Author: max Date: Monday, July 30, 2012 2:30:15 AM Message: Improve the performance of the MakeTransfers function by around 25%. This will allow you to use lower values for -subdiv without having to wait as long for maps to compile. This optimization could possibly also be applied to LightContributionToPoint, allowing faster compilation at high -refine levels as well. Revision: 3071 Author: max Date: Friday, August 03, 2012 8:06:50 PM Message: Compensate for the disruptor zoom by reducing input sensitivity. This should help make the disruptor alt-fire more usable. Revision: 3072 Author: max Date: Saturday, August 11, 2012 4:58:57 PM Message: Weapon switching has been made significantly faster. Weapon switching during firing is easier for a lot of the weapons. It's a bit faster to start firing after weapon activation. A lot of the weapon deactivation animations are now actually smoother; several of them were only using the last frame, now all of them use the second-last frame instead for more seamless animation. Quickweap/excessive weapon switching has been sped up as well to keep pace. Revision: 3073 Author: max Date: Saturday, August 11, 2012 9:03:31 PM Message: Small performance improvement in BSP rendering. Revision: 3074 Author: max Date: Sunday, August 12, 2012 8:49:27 PM Message: Fix hitboxes for crouched player models. Revision: 3075 Author: max Date: Monday, August 13, 2012 12:17:44 AM Message: Add an accelerometer HUD element. Use cl_showaccelerometer to activate. Revision: 3076 Author: max Date: Monday, August 13, 2012 1:58:02 AM Message: Fix long-standing bug where a server would stay on intermission until joined. Now, if you join a server which has been on intermission more than 20 seconds, it will force the server to switch maps right away. You could even make a case for getting rid of the 20 seconds part as well. Revision: 3077 Author: max Date: Monday, August 13, 2012 2:13:33 AM Message: Force an execution of the server's command buffer after each player join. This helps insure that the server will know it's switched maps before the client asks what map to load. Before it was working about 75% of the time, now should be close to 99%. Revision: 3078 Author: max Date: Monday, August 13, 2012 4:32:29 PM Message: Major (>10%) performance improvement in BSP rendering. This was accomplished with two related optimizations. First, the renderer now keeps track of whether a surface's lightmap texture is the same as its last one, in addition to its regular texture. This was a golden opportunity, since an entire map might have just two or three lightmap textures, so the proportion of lightmap texture switches which were redundant was very high. Second, the renderer wasn't fully utilizing the fact that it already tracked texture changes, because certain things (like the surface blood effects, parallax maps, alpha test, etc.) are tied to the texinfo struct, therefore the corresponding OpenGL calls only need to be made if the texinfo is different from the last one. I suspect there's more room for improvement though. I'll bet if we grouped as many surfaces from each leaf into as few VBOs as possible (all quads with the same texture and same lightmap texture, then another VBO for the tris, etc.) we could get another 10% boost at least. Preliminary calculations indicate that on zorn2k11, the number of VBOs and thus the number of glDrawArrays calls would be reduced by around 18%. Revision: 3080 Author: max Date: Monday, August 13, 2012 9:00:57 PM Message: Another neat performance improvement in BSP rendering. Instead of one global linked list for GLSL surfaces and another for dynamically-lit GLSL surfaces, we have one of each for each mtexinfo_t. The average texinfo switches per face went down from around 0.5 to around 0.14 in dm-zorn2k11. (I didn't measure texture switches, but that number is always less than the number of texinfo switches.) Revision: 3082 Author: max Date: Monday, August 13, 2012 10:05:25 PM Message: Another modest performance improvement in BSP rendering. I was able to reduce the number of OpenGL calls in VBO mode slightly. I also fixed rendering bugs I introduced when GLSL is disabled. Revision: 3084 Author: strat Date: Wednesday, August 15, 2012 2:07:04 AM Message: Update configure for addition of -Wextra warnings. Update autoconf macro m4/ax_pthread.m4 to "serial 18". Developer reference work-in-progress update. Revision: 3085 Author: max Date: Thursday, August 16, 2012 8:55:23 PM Message: More optimizations of the map rendering code. This time efficiency has been boosted by nearly 25%. I added three optimizations to get these gains. First, I re-enabled lightmap texture tracking for non-GLSL surfaces *as long as GLSL is enabled.* I've found that this does not result in any artefacts like it does when used with GLSL disabled. I'm still not sure why that is. Second, I added state tracking for tangentSpaceTransform data, internalizing it so it can be compared efficiently between surfaces. However, the biggest gain by far involved rearranging the VBO data. Now, instead of the XYZ, ST, and LM data grouped together for each surface, the entire VBO is partitioned into XYZ, ST, and LM sections. This means that the vertex pointer and texcoord pointers need only be set *once,* when the VBO is first bound. This results in a massive reduction in the number of GL calls. Revision: 3086 Author: max Date: Thursday, August 16, 2012 10:02:19 PM Message: Another 10% FPS boost by reducing the precision of tangentSpaceTransform. Revision: 3087 Author: max Date: Thursday, August 16, 2012 10:23:28 PM Message: Get rid of a few more redundant OpenGL calls in the BSP rendering. FPS gains were minimal, but it can't be hurting. Revision: 3088 Author: max Date: Friday, August 17, 2012 12:49:55 AM Message: Squeeze out an extra FPS or two in map rendering. Revision: 3089 Author: max Date: Friday, August 17, 2012 10:11:45 PM Message: Implement a limited form of VBO batching. This has resulted in pretty substantial performance improvements, although BSP rendering still takes a dive when you enable normalmaps. Revision: 3090 Author: max Date: Friday, August 17, 2012 10:55:06 PM Message: Add VBO batching for dynamically lit surfaces. Revision: 3092 Author: max Date: Sunday, August 19, 2012 9:55:05 PM Message: Optimize particle drawing, tone back rocket trail effects. Traced FPS drop with lots of rockets to the rocket smoke trail particles. It was bad enough to get FPS into the 60s even with r_drawworld and r_drawentities 0! Revision: 3093 Author: max Date: Sunday, August 19, 2012 9:59:58 PM Message: Disable rocket exhaust smoke entirely for excessive/Alien Force. This stops things from getting too slow or visually cluttered and will even benefit legacy clients. Revision: 3094 Author: max Date: Sunday, August 19, 2012 11:55:47 PM Message: Save entity static lighting client-side between frames; reuse if possible. Turns out the slowest part of static mesh rendering when VBO was enabled was figuring out which world lights effected each mesh. This was slower than actually rendering the model! So this information is now cached, and will actually help non-static MD2 models that happen not to have moved at all. Dynamic lighting is still always recalculated each frame. Revision: 3096 Author: max Date: Monday, August 20, 2012 1:28:05 PM Message: Fix latest game version detection. Revision: 3097 Author: irritant Date: Tuesday, August 21, 2012 1:29:41 AM Message: Early stages of GPU animation for IQM. Incomplete - shadows are not rendered correctly. Not yet working right for ragdolls(soon fixed). r_gpuanim toggles this(off by default). Revision: 3099 Author: max Date: Tuesday, August 21, 2012 3:10:48 AM Message: Rockets are rendered fullbright. This looks a little better and is marginally faster as well. Revision: 3101 Author: irritant Date: Tuesday, August 21, 2012 3:02:00 PM Message: Removed unneeded binds for mesh vbo. Revision: 3104 Author: irritant Date: Wednesday, August 22, 2012 4:18:02 PM Message: Cleanup of iqm code. Fixed ragdoll issues and GPU animation. Small shader tweak(needs more work though to be 100% right). Revision: 3107 Author: max Date: Wednesday, August 22, 2012 5:36:53 PM Message: Use PVS checking to detect whether a lightgroup can illuminate a model. Like static meshes, this check had become the bottleneck for player models, since the actual model rendering itself is now so fast. This optimization vastly sped up model rendering on maps with lots of lights, lots of separate areas, and a decent vis, like dm-zorn2k11. Doesn't make so much of a difference on, say, dm-deadsimple. Revision: 3110 Author: irritant Date: Thursday, August 23, 2012 12:32:40 AM Message: More mesh render cleanup. Gained considerable speed. Fixed shadow volumes when using gpuanim(note - this is only temporary, this code will be removed). Fixed shadowmaps for gpuanim and dynamic lighting. Revision: 3111 Author: max Date: Thursday, August 23, 2012 1:35:41 AM Message: Improve BSP GLSL efficiency by more than 25%. This was done by simplifying the math a bit and also by moving some work from the fragment shader to the vertex shader. Revision: 3112 Author: irritant Date: Thursday, August 23, 2012 11:54:22 AM Message: Fixed bugs in bsp shader with normalizing eyedir in vertex shader. Revision: 3114 Author: irritant Date: Thursday, August 23, 2012 2:33:08 PM Message: Check vbo by model name vs entire model struct equality. Revision: 3115 Author: irritant Date: Thursday, August 23, 2012 11:50:45 PM Message: Fixed issue with new particle sorting and white flashes. Fixed issue with ragdoll VBO/gpu animation code(note - the shell effect needs work yet). Revision: 3118 Author: irritant Date: Friday, August 24, 2012 2:59:51 PM Message: Iqm and md2 VBO cleanup. Note - md2 can be done further, moving vbo creation to loading area. Revision: 3119 Author: max Date: Friday, August 24, 2012 6:33:32 PM Message: Convert BSP GLSL to use STRINGIFY macros. Revision: 3120 Author: irritant Date: Friday, August 24, 2012 11:59:04 PM Message: Fix shell effects for gpu animated meshes. Add zlib to compiled windows binary. Revision: 3121 Author: irritant Date: Sunday, August 26, 2012 11:17:42 PM Message: Add glass shader for use with meshes. Revision: 3122 Author: irritant Date: Tuesday, August 28, 2012 1:35:34 AM Message: Rewrite of much of the Iqm rendering. Disabled vertex lighting in non shadered renders(it's way slow and pointless now with fast gpu rendering). New glsl glass shader. Revision: 3125 Author: irritant Date: Wednesday, August 29, 2012 12:35:20 AM Message: More iqm render cleanup. Fixed issue with killflags and varray. Revision: 3128 Author: max Date: Monday, September 03, 2012 7:18:16 PM Message: Significant performance improvement in BSP rendering. We were already grouping surfaces by texinfo struct, and this was indeed beneficial. However, some texinfo structs are basically equivalent to each other (they differ, but not in ways that matter to the renderer.) So now, at load time, a smaller group of "unique" texinfos is generated, and surfaces are now grouped with "equivalent" texinfos instead of their own texinfos. FPS improvement with GLSL enabled: 13% FPS improvement with GLSL disabled: 20% Revision: 3129 Author: max Date: Monday, September 03, 2012 8:14:53 PM Message: Less hacky way of iterating through unique texinfos at render time. Also, sort unique texinfos by texture image. FPS gains are marginal, not more than a 4%, but this work will be needed for my next commit. Revision: 3130 Author: max Date: Monday, September 03, 2012 8:26:46 PM Message: At load time, sort surfaces on the VBO by unique texinfo. With GLSL disabled, the nubmer of VBO batches is cut neatly in half. FPS is another ~4% higher. Revision: 3131 Author: max Date: Monday, September 03, 2012 8:28:27 PM Message: Ghost mode now works like other games: you see what the ghosted player sees. Revision: 3132 Author: max Date: Tuesday, September 04, 2012 12:16:17 AM Message: Another major performance gain, this time in the particle code. I found that the calls to CM_BoxTrace in various particle routines (flare code, beam code, simple item code, and vegitation code) were slowing things down massively. So I added PVS checking. I sped it up further by pre- calculating the BSP leaf of each flare, beam, etc. TODO: check if its faster with just the PVS checking and no boxtraces at all. FPS gains in dm-zorn2k11 with r_drawentities 0: With GLSL disabled: 17% With GLSL enabled: 8% Revision: 3133 Author: irritant Date: Friday, September 07, 2012 1:45:02 AM Message: Fix ATI shader issue. Revision: 3134 Author: max Date: Saturday, September 08, 2012 11:21:29 PM Message: Fix spectator chase mode when chasing non-bots. Revision: 3135 Author: max Date: Saturday, September 08, 2012 11:24:40 PM Message: Major improvement in PVS checking in many cases. Now, if you check from the PVS of the same point multiple times in a row, it will automatically reuse the decompressed PVS data from last time. This speeds up checking whether each dynamic light can illuminate a single mesh, checking whether each beam and flare is visible to the player, etc.. Revision: 3137 Author: max Date: Tuesday, September 11, 2012 9:34:02 PM Message: Slight cleanup in the lens flare code. Revision: 3138 Author: max Date: Wednesday, September 12, 2012 1:33:28 AM Message: Use R_CullBox in flare and beam particle code. Fix GL_TEXTURE_MAG_FILTER/GL_TEXTURE_MIN_FILTER leak in particle code. Revision: 3139 Author: max Date: Wednesday, September 12, 2012 2:55:35 AM Message: Fix potential issue with PVS checking of beams. Revision: 3141 Author: irritant Date: Wednesday, September 12, 2012 11:42:20 PM Message: First of at least a two part major commit: 1. All planar stencil shadow code has been removed. 2. Fixed function normal map rendering for bsp surfaces has been removed. 3. Shadowmaps now used for iqm when gpu animation is enabled. 4. Shadowmaps now using a 4 sample PCF algorithm. 5. Shadowmap ratio now defaults to 1 for large performance gains. 6. Unused cvars removed that pertained to old shadows. Revision: 3142 Author: irritant Date: Friday, September 14, 2012 12:36:39 AM Message: Fix shadowmap artifacts on bsp surfaces. Revision: 3143 Author: irritant Date: Friday, September 14, 2012 12:53:41 AM Message: Fix issue with Slashbot and "line" extending from hand. This turned out to be not having a large enough matrix in the shader, due to ATI driver limitations. I have bumped it up to the very limit of uniform vars, the Slashbot has more bones than any of the other models, and should be considered the limit for gpu animated meshes. Meshes with more bones will have to defer to non-gpu animation until ATI improves their drivers. Revision: 3144 Author: irritant Date: Friday, September 14, 2012 1:31:26 AM Message: Increase stencil volume darkness to better match shadowmaps. Revision: 3145 Author: irritant Date: Friday, September 14, 2012 11:55:36 AM Message: Gracefully bow out of gpu animating and glsl when a mesh when a shader is missing textures. Revision: 3146 Author: irritant Date: Friday, September 14, 2012 4:04:41 PM Message: Stringfified all shaders. Revision: 3148 Author: irritant Date: Saturday, September 15, 2012 12:41:00 AM Message: Removed unneeded lighting calls in iqm render. Revision: 3149 Author: irritant Date: Saturday, September 15, 2012 12:54:09 AM Message: Add mesh vbo reload in case of being wiped out. Revision: 3151 Author: max Date: Saturday, September 15, 2012 2:15:31 AM Message: Sort surfaces on the VBO by SURF_PLANEBACK. This reduces the number of VBO batches by nearly 40%. Revision: 3152 Author: max Date: Saturday, September 15, 2012 2:19:51 AM Message: Cleanup msurface_t. Reduce its size from 180 to 136 bytes. This was done by having just two texture chain linked lists, and by eliminating fields that were only used at load time. It should help improve cache locality, which will help older CPUs. Revision: 3153 Author: max Date: Sunday, September 16, 2012 6:55:47 PM Message: Reduce memory churn in image loading code. If the raw compressed image data will fit in a 4 Mib buffer, it need not be dynamically allocated. This eliminates nearly all unneeded dynamic allocations during image load. This involved the creation of an FS_LoadFile_TryStatic function, which could also be used elsewhere to gain similar benefits. Revision: 3154 Author: max Date: Sunday, September 16, 2012 10:52:51 PM Message: r_lightbeam cvar for light beam particles. Default value is 1. Revision: 3155 Author: irritant Date: Monday, September 17, 2012 12:27:57 AM Message: Fix shell on iqm render. Fix issue with modelpitch and shadowmaps. Revision: 3156 Author: max Date: Tuesday, September 18, 2012 3:01:17 AM Message: Fix CTF rscript interactivity for ctf-oblivion. In the process, I found and fixed a bug with rscript conditionals. Revision: 3157 Author: max Date: Tuesday, September 18, 2012 7:35:02 PM Message: r_lensflare and r_lightbeam set to 0 for lowest settings. Gamma, contrast, and brightness are no longer adjusted by the graphical setting presets. Revision: 3158 Author: max Date: Tuesday, September 18, 2012 11:37:59 PM Message: Change a lot of particle alphavels to INSTANT_PARTICLE. This means that things like team lights and blasterballs won't get brighter as the framerate climbs above 50. Revision: 3159 Author: max Date: Wednesday, September 19, 2012 2:10:15 AM Message: Instead of spawning two particles for the blasterball, make the texture more opaque. No other effect used that texture, I checked, so I'm not interfering with anything. Revision: 3160 Author: irritant Date: Wednesday, September 19, 2012 11:16:10 PM Message: Much improved water shader. Revision: 3161 Author: irritant Date: Thursday, September 20, 2012 12:48:20 AM Message: New cvar gl_bspnormalmaps. New descriptions for video presets. Presets reconfigured to new specs. Auto detection updated. Removed unused iqm shadow volume code. Removed r_gpuanim cvar, if vbo is enabled, and shaders/normalmaps enabled, it will use gpu animation. Removed normal and shadowmap from vid menu, really don't want users mucking with these outside of the presets to avoid odd configurations. Revision: 3162 Author: max Date: Thursday, September 20, 2012 1:29:46 AM Message: Cleanup graphical preset function names; gl_dynamic 0 at "max performance." Revision: 3163 Author: max Date: Thursday, September 20, 2012 2:04:17 AM Message: Cleanup: Get rid of dlight_t->team; and V_AddTeamLight function. Revision: 3164 Author: max Date: Thursday, September 20, 2012 2:10:12 AM Message: gl_dynamic 0 now disables dyn lights for meshes as well as BSP surfaces. This results in a more consistent look, and probably marginally faster performance at lower settings. Revision: 3165 Author: irritant Date: Thursday, September 20, 2012 12:37:36 PM Message: Fixed smoothing on martian warrior and his violator. Revision: 3168 Author: irritant Date: Friday, September 21, 2012 12:39:42 PM Message: Fix issue with shadow map and current entity data. Revision: 3169 Author: max Date: Friday, September 21, 2012 6:56:58 PM Message: Fix bug with how we were handling INSTANT_PARTICLE. If a particle had alphavel set to INSTANT_PARTICLE, but was behind the camera, it would not be expired. This caused buildup of excess particles, which caused other particles to disappear. Revision: 3172 Author: irritant Date: Saturday, September 22, 2012 1:15:43 AM Message: Fixed bug with water surfaces causing major problems with vbo rendering. Added "shiny" surface flag(incomplete yet). Revision: 3174 Author: irritant Date: Saturday, September 22, 2012 1:52:25 AM Message: Fixed issue of iqm not animating when shaders were missing entirely. Revision: 3178 Author: max Date: Saturday, September 22, 2012 2:25:31 AM Message: Remove useless use of glLockArraysEXT. Revision: 3180 Author: max Date: Saturday, September 22, 2012 10:25:14 PM Message: Fade out lens flares which get very close to the camera. Since flares which are very close to the camera were already too small to see, this tweak makes very little perceptible visual difference, merely reducing the amount of flares that need to be drawn some of the time. Revision: 3181 Author: irritant Date: Sunday, September 23, 2012 10:41:39 AM Message: Added Strat's new math for poly filtering on shadowmap rendering, for significant performance increase. Revision: 3182 Author: irritant Date: Sunday, September 23, 2012 6:10:28 PM Message: Better normal maps for martian brains. Revision: 3183 Author: max Date: Sunday, September 23, 2012 11:56:12 PM Message: Only need to glUseProgramObjectARB for the BSP shader once. Revision: 3184 Author: irritant Date: Tuesday, September 25, 2012 8:55:56 AM Message: Completed shiny cubemapped surface flag. Revision: 3185 Author: max Date: Friday, September 28, 2012 10:49:22 PM Message: Minor bugfixes in the renderer. These bugs were harmless but caused OpenGL warnings and probably slightly hurt performance. Revision: 3186 Author: max Date: Saturday, September 29, 2012 1:04:33 AM Message: All particles now go in one "scrap" texture to reduce texture changes. The existing scrap code was unused because it was 8-bit only; as far as I all our existing small icon-type textures are now 32-bit. Converted the scrap code to 32-bit, and had it only activate for particles. Increased the buffer size to fit all our particles. TODO: multiple scraps for different groups of textures that are logically used at the same time, i.e. particles, weapon icons, possibly even small map textures. Revision: 3188 Author: max Date: Saturday, September 29, 2012 1:23:58 AM Message: Fix bug in particle scrap code. At the last minute, I changed the scrap buffer from 1024x1024 to 1024x512, and only checked to see that the particles all still fit; I did not do an eyeball check. Bug with non-square buffer sizes is fixed now. Also fix compiler warning. Revision: 3189 Author: irritant Date: Saturday, September 29, 2012 2:23:53 AM Message: Version 120 compliancy with all shaders. Shader cleanup. Added cubemap to shader - incomplete. Revision: 3191 Author: max Date: Saturday, September 29, 2012 6:03:59 PM Message: Fix segfault with particle->image equal to NULL. Turns out some particles weren't having a texture set, so my search/replace didn't catch those. Revision: 3192 Author: max Date: Sunday, September 30, 2012 5:34:43 PM Message: Fix non-dynamically-lit shiny map surfaces. Revision: 3193 Author: irritant Date: Sunday, September 30, 2012 6:27:25 PM Message: Completed cubemap shader. Note - this cannot be combined with subsurface light scattering as of yet. Revision: 3194 Author: max Date: Sunday, September 30, 2012 6:53:33 PM Message: Lightly edited version of baldy-nut's patch. His patch fixes a bug where clients weren't actually using results from the secondary master server. Revision: 3195 Author: max Date: Sunday, September 30, 2012 9:19:19 PM Message: Merge BSP_RenderGLSLLightmappedPoly and BSP_RenderGLSLDynamicLightmappedPoly. These functions were basically identical, and the duplicated code had already caused a few bugs with only one function being updated. there is now simply a "dynamic" argument to the unified function. Revision: 3197 Author: irritant Date: Monday, October 01, 2012 2:07:55 AM Message: Fun with cubemaps. Added Max's extra culling in shadow poly render. Revision: 3200 Author: irritant Date: Tuesday, October 02, 2012 9:24:21 AM Message: Added Max's shadow changes. Fixed issue with incorrect use of reflect texture. Revision: 3201 Author: irritant Date: Tuesday, October 02, 2012 12:49:26 PM Message: Fix water ripple issue. Revision: 3203 Author: max Date: Tuesday, October 02, 2012 8:46:46 PM Message: Fix bug with new unified particle texture. Due to the larger texture size, bigger margins needed to be added around each texture to prevent fringing. Restore ripples to the new system. Revision: 3204 Author: irritant Date: Tuesday, October 02, 2012 11:49:01 PM Message: Fixed shadow surface culling. Fixed depth test with ragdoll ghosts. Revision: 3206 Author: max Date: Wednesday, October 03, 2012 12:43:29 AM Message: SM_RecursiveWorldNode2 now culls by distance. This uses the r_shadowcutoff code. Revision: 3211 Author: irritant Date: Wednesday, October 03, 2012 12:00:56 PM Message: Fix issue with model pitch with dynamic lights. Revision: 3213 Author: irritant Date: Thursday, October 04, 2012 12:55:34 AM Message: Refactored md2 frame render - removed non-glsl shader code. Cleaned up and tweaked glass/mirror code. Removed unused shaders, created new shaders for meshes that were not previously using GLSL. Revision: 3216 Author: irritant Date: Thursday, October 04, 2012 2:41:43 PM Message: Hard plastic surfaces on weapons get cubemaps. Revision: 3218 Author: irritant Date: Friday, October 05, 2012 12:26:06 AM Message: Softer and faster shadowmaps achieved using GL_LINEAR, and GL_DEPTHCOMPONENT16. Removed the r_shadowframe var as this was causing shadowmaps cast by bsp surfaces to have very bad artifacts. Tests showed no changes in performance. Added the needed code for cubemapping on iqm meshes. Revision: 3219 Author: irritant Date: Friday, October 05, 2012 11:25:23 AM Message: Allow shiny surfaces to be set by shader if desired on bsp. Revision: 3220 Author: irritant Date: Friday, October 05, 2012 5:37:29 PM Message: Add ATI shader version loading at startup for Linux systems. Revision: 3221 Author: irritant Date: Saturday, October 06, 2012 12:26:56 AM Message: Changed r_shadowmapratio to r_shadowmapscale due to the default changing from 2 to 1. Revision: 3222 Author: max Date: Saturday, October 06, 2012 1:27:18 AM Message: Add -blur option to qrad3. Does not currently have any tunable numbers. The blurring should increase with distance to the light. This option would be a good idea if you're using -texcheck. Still VERY ROUGH, needs a LOT of fine- tuning. Revision: 3223 Author: max Date: Saturday, October 06, 2012 1:53:04 AM Message: Improve lightmap blurring by increasing the number of blur samples. Revision: 3224 Author: strat Date: Saturday, October 06, 2012 2:13:22 AM Message: Update Linux build and install. Additions and deletions to game_data.am. Documentation updates for README and developer reference. Remove debug options from configure.ac and other minor autotools updates. Revision: 3226 Author: max Date: Sunday, October 07, 2012 8:22:30 AM Message: Before playing back a demo, load the whole thing into a buffer. This results in more consistent timedemo results. Revision: 3227 Author: strat Date: Sunday, October 07, 2012 7:36:18 PM Message: Reorganize and update developer reference document. New Autotools sections: Maintainer's Guide and Packager's Guide. Revision: 3228 Author: max Date: Sunday, October 07, 2012 9:18:18 PM Message: Cull invisible surfaces (SURF_NODRAW, arena6/blacktrans) at map load. This should improve the performance gains to be had by caulking, and does not require changes to our map compilers. If there are any other types of surfaces which get rendered invisible and which are in widespread use in existing maps, we should handle those as well. Revision: 3229 Author: max Date: Sunday, October 07, 2012 9:40:22 PM Message: New code to replace BSP_RecursiveWorldNode. Set r_test 1 to use it. Performance should be about the same or better with r_test 1 as with r_test 0. Revision: 3230 Author: max Date: Sunday, October 07, 2012 9:55:13 PM Message: Get rid of unneeded VBO unbinding in BSP code. Revision: 3231 Author: max Date: Sunday, October 07, 2012 11:13:37 PM Message: Use glDrawElements for BSP rendering instead of glDrawArrays. As soon as glDrawRangeElements is added, it will be trivial to switch to that for a probably fairly decent performance gain, as I've kept the first_vert and last_vert data for each surface. Revision: 3233 Author: max Date: Sunday, October 07, 2012 11:27:09 PM Message: warmuptime defaults to 0, but ONLY IF maxclients <= 1. I did this because the default warmup time was wasting my life, 30 seconds at a time. Revision: 3235 Author: max Date: Monday, October 08, 2012 3:23:45 AM Message: Sustain particle effects are filtered using PVS checking. Revision: 3236 Author: max Date: Monday, October 08, 2012 3:50:08 AM Message: Several picmip related changes. Fix particles being influenced by picmip. Protect smaller textures from being completely destroyed by picmip. Disable screenshots when gl_picmip > 1 (or the second-highest texture quality setting.) Sure, you can set picmip to 9 or 10 and it actually looks kind of cool, but if you want to see it, you'll have to try it. Revision: 3237 Author: max Date: Monday, October 08, 2012 4:04:52 PM Message: Force r_anisotropic to 1 if it's less than 1. This was causing glGetError to complain at init time. Revision: 3238 Author: max Date: Monday, October 08, 2012 4:17:18 PM Message: Add a cvar gl_fog to control map fog/weather effects. Default is 1 (enabled.) Requires a vid_restart to apply changes. Setting it to 0 disables screenshots. To head off any complaints about cheating: this no more constitutes cheating than gl_modulate or gl_picmip does. Revision: 3250 Author: max Date: Tuesday, October 09, 2012 4:10:47 AM Message: R_MarkLeaves only iterates through the range of leaves that it has to. This range is caluclated based on current area/connected area, and PVS. However, much of the calculation is done at loadtime. Revision: 3252 Author: irritant Date: Tuesday, October 09, 2012 4:41:48 PM Message: Added in Postal's memory changes. Added support for IQM weapon model renders(note - still need to put the anim groups in the .skin file before this becomes useful). Revision: 3253 Author: max Date: Tuesday, October 09, 2012 7:28:15 PM Message: Add SURF_NODRAW check to brush models. It is okay that we didn't support this in older versions of the engine. Any surfaces that have this flag on them are supposed to never be visible anyway, so if someone runs such a map in a legacy CRX engine, it'll be fine. Revision: 3255 Author: irritant Date: Thursday, October 11, 2012 12:45:10 PM Message: Fixed shadowmap artifact issue with dynamic lights. Revision: 3259 Author: max Date: Thursday, October 11, 2012 9:05:58 PM Message: Some changes to BSP_RecursiveWorldNode, detecting empty leafs earlier. These seem to help slightly under CPU-constrained circumstances. Revision: 3260 Author: max Date: Thursday, October 11, 2012 9:14:22 PM Message: Stop checking if r_newrefdef.areabits is null. It never will be. r_newrefdef.areabits are guaranteed by V_RenderView to be non-null. This helps performance slightly. Revision: 3261 Author: max Date: Thursday, October 11, 2012 9:18:18 PM Message: R_MarkLeaves shouldn't run if r_drawworld is 0 or if rdflags & RDF_NOWORLDMODEL Revision: 3262 Author: max Date: Thursday, October 11, 2012 9:27:10 PM Message: Check for NULL areabits twice per frame, just to be paranoid. (Before, it was several times per BSP leaf.) Revision: 3264 Author: max Date: Thursday, October 11, 2012 10:25:45 PM Message: r_test is now a quake2world style r_optimize. This skips BSP recursion if you haven't moved enough for it to make a difference, instead redrawing the same surface chains from the previous frame. Tested at all settings, and it is a bit faster this way. Revision: 3266 Author: max Date: Friday, October 12, 2012 3:21:08 PM Message: Cleanup in SCR_DrawCrosshair: use refdef dimensions. Revision: 3267 Author: max Date: Friday, October 12, 2012 3:27:35 PM Message: Any changes made to the refdef by the renderer persist across frames. This doesn't change anything now, but sets the stage for better things to come. Revision: 3268 Author: max Date: Friday, October 12, 2012 3:48:52 PM Message: The mirror texture only needs to update 60 times per second. This almost completely eliminates the FPS hit from using gl_mirror, at least on my machine. I tried it with 30 updates per second, and that actually did look visibly choppy, so 60 it is. Revision: 3271 Author: max Date: Friday, October 12, 2012 7:25:20 PM Message: Cleanup in R_DrawAlphaSurfaces. Revision: 3274 Author: max Date: Friday, October 12, 2012 8:33:23 PM Message: Fix a weird long-standing rendering issue with alpha surfaces. This bug has, as far as I know, been around in the engine forever. I don't really understand how I fixed it, but that didn't stop me from writing a few paragraphs of explanation in the comments anyway. Revision: 3275 Author: max Date: Friday, October 12, 2012 11:01:06 PM Message: Fix bug with SURF_NODRAW being the same as SURF_UNDERWATER. Big surprise, some underwater surfaces were getting lost. Of course, SURF_UNDERWATER was the one that I changed, so no map recompiling is needed. Revision: 3278 Author: max Date: Saturday, October 13, 2012 8:31:41 PM Message: Cleanup of the simple items code. Behaves exactly the same as before, but line count has gone down by over 100. Revision: 3279 Author: max Date: Saturday, October 13, 2012 10:14:33 PM Message: Minimap can now handle any viewport the refdef is configured for. Revision: 3280 Author: max Date: Sunday, October 14, 2012 1:56:09 AM Message: Don't draw disruptor/rocket covers with cl_simpleitems 1. Revision: 3281 Author: max Date: Sunday, October 14, 2012 1:56:38 AM Message: When the screen resolution is less than 1024x768, make sure the HUD fits. Revision: 3282 Author: max Date: Sunday, October 14, 2012 2:11:27 AM Message: The size of r_mirrortexture now scales with the screen resolution. This keeps things looking consistent at all resolutions, and fixes "half- missing" reflections at very low resolutions. Revision: 3283 Author: max Date: Sunday, October 14, 2012 3:24:04 PM Message: Fix liquid GLSL code running with gl_bspnormalmaps 0 and gl_dynamic 1. This didn't make any visual difference, but it slowed things down. Revision: 3284 Author: max Date: Sunday, October 14, 2012 3:46:02 PM Message: Fix bug with r_optimize and gl_dynamic. Dynamic lights on-screen caused framerate drops, even after they were gone, until you moved. Dynamic lights on-screen now cause the r_optimize mechanism to disable itself. A more efficient fix is in the works Revision: 3288 Author: max Date: Sunday, October 14, 2012 5:00:23 PM Message: BSP loading code: add some missing casts to unsigned. These were needed for huge maps like infinity. Revision: 3290 Author: max Date: Sunday, October 14, 2012 7:18:41 PM Message: Fix bug with lightmapped func_walls. Revision: 3291 Author: irritant Date: Monday, October 15, 2012 1:17:04 AM Message: Update windows binary with current code. All ATI cards now refrain from using shadow2dproj calls. Revision: 3292 Author: max Date: Monday, October 15, 2012 9:45:40 PM Message: Smooth out mirror texture updating when at close to 60 FPS. Revision: 3295 Author: irritant Date: Tuesday, October 16, 2012 1:25:21 AM Message: Fix problem with flickering bsp shadowmaps with dynamic lighting. Revision: 3297 Author: irritant Date: Saturday, October 20, 2012 2:28:47 AM Message: Add new armor models. Revision: 3299 Author: strat Date: Saturday, October 20, 2012 5:47:52 PM Message: Update game_data.am for armor changes. Correction to configure.ac: document install disable option did not work. Correction to developer's reference: autotools-supplied scripts in config/ were missing from list. Correct two benign coding errors in client/snd_file.c. Revision: 3300 Author: max Date: Saturday, October 20, 2012 6:15:33 PM Message: Fix shadows being cast by simple items. Revision: 3301 Author: irritant Date: Sunday, October 21, 2012 11:06:20 PM Message: Max's god ray performance improvements. Revision: 3302 Author: irritant Date: Sunday, October 21, 2012 11:41:53 PM Message: Added Max's gaussian blur changes. Revision: 3303 Author: irritant Date: Monday, October 22, 2012 12:24:20 AM Message: Some poly smoothing of both martian enforcer and warrior meshes. Revision: 3305 Author: irritant Date: Monday, October 22, 2012 6:09:13 PM Message: Fixed issue with flickering alpha surfaces. Revision: 3306 Author: max Date: Monday, October 22, 2012 7:05:46 PM Message: Fix r_optimize causing artefacts with ludicrously slow panning. Stoners of the world rejoice, you can now look from side to side as slowly as you like without the world dissappearing into blackness. Revision: 3307 Author: irritant Date: Wednesday, October 24, 2012 11:45:53 PM Message: 1. Remove cubemap from beamgun clamshells. 2. Add lightmaps for dm/ctf-extermination. 3. Update annhilation lightmap with soft shadow version. 4. Fix martian enforcer's violator model(was missing smoothing). 5. Update windows binary with better r_optimize functionality. Revision: 3308 Author: irritant Date: Thursday, October 25, 2012 1:07:17 AM Message: Better weapon simple items (less pixelated). Revision: 3311 Author: max Date: Thursday, October 25, 2012 4:24:40 PM Message: Resolved the "polka dot" issue. This bug was fixed by making blurred lightmaps more mathematically accurate. The light weight was suposed to have been from 0.0 to 1.0 but was actually from 0.0 to 1.7 (1.7 = sqrt(1*1+1*1+1*1) = magnitude of brightest possible color.) Also, an bright enough samples, the actual sample in the middle wasn't being counted at all, which probably caused some of the detail loss I was seeing. I should also mention something I changed in my last commit but failed to mention: the blur radius now scales based on the -refine setting, and the user is warned if -blur is combined with a -refine setting of less than 8. Revision: 3313 Author: max Date: Thursday, October 25, 2012 4:54:43 PM Message: When un-following someone, you will be dropped off right where they were. Revision: 3314 Author: max Date: Thursday, October 25, 2012 5:57:56 PM Message: Slightly more accurate texture lookups in qrad3. We were previously truncating texcoords to integers. Now we round them. Revision: 3316 Author: max Date: Friday, October 26, 2012 12:52:24 AM Message: If GL_ARB_multitexture isn't found, the game now shuts down with an error. I tried suppressing the loading of that extension, and it made the game segfault. That's right kids, AA won't run on OpenGL 1.1! Shocking, I know. Revision: 3318 Author: max Date: Friday, October 26, 2012 1:40:00 PM Message: Changed my mind: with pixel coords, truncating is more accurate than rounding. If you think about it, pixel 0 actually does occupy all the space from coordinates 0 to 1, not from -0.5 to 0.5. However, keeping the cooridnates in floating point until they are positive *is* correct, it stops the truncation from rounding in the wrong direction. Not really worth recompiling any maps to reflect this change. It's completely minute. I just want everything to be mathematically accurate. Revision: 3320 Author: irritant Date: Friday, October 26, 2012 2:38:08 PM Message: Added cubemap shaders to vehicles. Revision: 3322 Author: irritant Date: Friday, October 26, 2012 2:56:27 PM Message: Fix issue with vehicles drawing their viewer model. Revision: 3323 Author: max Date: Saturday, October 27, 2012 5:11:32 PM Message: Depreciate some rscript commands that already did nothing in the code. A warning is now printed whenever a script is loaded that contains one of the following: * model * origin * angle * dynamic The tokens for these commands are still parsed though, to avoid breaking legacy scripts. Revision: 3324 Author: max Date: Saturday, October 27, 2012 5:16:00 PM Message: Depreciate "frames" rscript command as well. Once again, it already did nothing in the code. Revision: 3325 Author: max Date: Saturday, October 27, 2012 6:09:03 PM Message: Optimize VBO batching somewhat. First of all, BSP polygons in the VBO are now sorted by ISURF_PLANEBACK, making it easier to merge them together. Second of all, I've eliminated one of the special cases in the VBO merging code, getting rid of two conditional branches. This seems to make life a lot easier for the optimizing compiler. Revision: 3326 Author: max Date: Saturday, October 27, 2012 6:44:52 PM Message: Optimize VBO batching further. By rearranging some logic, VBO batches are now in a singly-linked list, making the code simpler. Revision: 3328 Author: max Date: Saturday, October 27, 2012 11:04:02 PM Message: Make switching between the rapid-fire weapons easier. For non-rapid-fire weapons, it makes sense to restrict weapon switching to the beginning or the end of the firing animation, as this prevents players from cheating the rate of fire. But for rapid-fire weapons, there's no way to improve upon the rate of fire anyway, so you might as well let people switch whenever they want. Weapons changed: * Chaingun (primary fire only) * Vaporizer (primary fire only) * Flamethrower * Beamgun Additionally, added a "cooldown" animation to the violator similar to the one added a few months ago to the chaingun. TODO: Apply similar changes to non-rapid-fire weapons, but for those prevent switching until enough time has passed to prevent the rate of fire being increased. Revision: 3330 Author: strat Date: Sunday, October 28, 2012 7:07:44 AM Message: Update game_data.am for .lightmap file installation. Correct a dumb error made a long time ago in cl_main.c. Revision: 3331 Author: irritant Date: Sunday, October 28, 2012 11:32:30 AM Message: Fix to "cooldown" period of weapons to prevent that horrid lerping effect. Revision: 3332 Author: irritant Date: Sunday, October 28, 2012 4:36:22 PM Message: Fix issue with god rays and r_optimize causing bad flickering. Revision: 3334 Author: max Date: Sunday, October 28, 2012 8:28:03 PM Message: Optimize liquid shader a bit. Nothing revolutionary, but I did measure a performance gain in dm-babel2k11. Revision: 3335 Author: max Date: Sunday, October 28, 2012 8:34:21 PM Message: Minor optimization: avoid a CM_BoxTrace call per frame per vegetation sprite. Since vegetation sprites don't move with respect to the sun, we can do the BoxTrace once at load time. Revision: 3337 Author: max Date: Monday, October 29, 2012 7:59:06 PM Message: Be sure to clear the particle texture atlas when doing a vid_restart. Revision: 3338 Author: irritant Date: Tuesday, October 30, 2012 6:07:40 PM Message: Fixed artifacting with grass and vegetation. Grasses must be sorted by distance because they are alpha blended. Removed GL_NEAREST filter, it was not needed and caused a slowdown. Revision: 3339 Author: strat Date: Wednesday, October 31, 2012 2:25:41 AM Message: Add dm-impact.lightmap to game_data.am for Linux standard install. Correct error messages in .bsp lump routines in cmodel.c. Two very minor performance tweaks to box tracing in cmodel.c. Modify showtrace cvar enabled console output in common.c. Add comment about ODE 0.12 patch in r_ragdolls.c. Revision: 3340 Author: max Date: Friday, November 02, 2012 1:49:26 AM Message: Use PARTICLE_CHAINED instead of PARTICLE_BEAM for blaster & beamgun beams. This looks visually identical but draws three particles for the blaster and one for the beamgun instead of 3*(length/20) and length/20 respectively. Reducing the number of particles is good for efficiency. TODO: convert the vaporizer, red blaster beam, and laser sparks to chained particles as well. Disruptors (and half the vaporizer beam) cannot be converted easily. Revision: 3341 Author: max Date: Sunday, November 04, 2012 4:33:24 PM Message: Hide console automatically when starting a timedemo. You can pull it back down again if you want it with the ~ key as normal, but since console rendering actually affects timedemo results, it seems like the Right Thing to not require you to hide it as fast as possible at the start of the demo. Especially since that hurts consistent benchmark results. Revision: 3343 Author: max Date: Sunday, November 04, 2012 11:24:38 PM Message: Clear acceleration for blaster/beamgun beam base particles. Revision: 3344 Author: irritant Date: Monday, November 05, 2012 12:08:43 AM Message: Added sun position override in .fog script. Revision: 3346 Author: max Date: Sunday, November 11, 2012 11:28:33 PM Message: Fix "blocking teleporter" bug. Revision: 3347 Author: max Date: Monday, November 12, 2012 1:38:12 AM Message: Add support for changing the intensity of target_steam effects. This is done in a backward-compatible way without any server-side changes, taking advantage of the fact that the "count" field of a target_steam entity was already being sent over the network but was previously unused on the client side. Now, if "count" is less than 32, proportionally fewer particles are spawned. No existing maps set the "count" field (I checked by searching the raw BSP data,) so existing maps will render exactly the same. Rationale: I added seven target_steam entities to one area of my map and the framerate dropped by 60%. Revision: 3348 Author: strat Date: Monday, November 12, 2012 4:26:48 AM Message: Correct FS_FullPath comment and code in qcommon/files.c and related uninitialized string in a console message in acebot_nodes.c. Correct harmless typo in conditional in qcommon/common.c. Apply automake 1.11.6 version update to source/Makefile.in. Revision: 3352 Author: max Date: Thursday, November 15, 2012 4:30:08 PM Message: Detect and safely handle truncated TGA files. Revision: 3354 Author: max Date: Thursday, November 15, 2012 11:51:23 PM Message: Fix PARTICLE_CHAINED particles being culled when they shouldn't be. Revision: 3355 Author: strat Date: Saturday, November 17, 2012 1:17:17 AM Message: Fix TCA powernode box trace bug with a work-around hack. Revision: 3356 Author: strat Date: Saturday, November 17, 2012 6:22:29 AM Message: Better fix for box trace bug affecting powernodes, transporters, and more. Reverted recent transporter fix, also. Original code should work now. Revision: 3360 Author: max Date: Tuesday, November 20, 2012 1:29:18 AM Message: Un-archive gl_driver cvar. This should make configs compatible between OSs. Revision: 3367 Author: irritant Date: Wednesday, November 21, 2012 1:20:28 PM Message: Fix bug with dynamic lighting. Turns out we DO need the dynamic var in GL_GLSLLightmappedPoly(). Revision: 3368 Author: max Date: Wednesday, November 21, 2012 6:04:52 PM Message: Add code to automatically download lightmap files. Revision: 3370 Author: strat Date: Friday, November 23, 2012 12:12:46 AM Message: Fix spectator's viewpoint in intermission and vertical positioning error for winners on podium. Minor tweak to spectator position on disconnect from chase target. Modify status messages so spectators do not get chase target's score. Added client-side spectator password cvar to prevent bogus password rejection by servers. Implement dotted-triple version numbering (major.minor.point). Now it is strictly a string; associated numeric cvar removed. Adjusted spacing of version update notice message. Minor code cleanups. Revision: 3371 Author: strat Date: Friday, November 23, 2012 11:00:18 AM Message: Fix write past end of malloc'd memory in curl fetch of latest version string. Fix dotted-triple version parse so minor part can be zero if major part is non-zero. Revision: 3372 Author: irritant Date: Saturday, November 24, 2012 1:38:58 AM Message: Added alien blaster weapon for Tactical mode. Alien Blaster now uses more appropriate effects. Fixed bug where aliens had alien blaster and human blaster at spawn. Revision: 3374 Author: max Date: Saturday, November 24, 2012 7:39:43 PM Message: Add code for easily documenting cvars. The "help" command prints these docs. Cvars can optionally be annotated with a value type (such as integer or boolean.) They can also optionally be given a description string. All this information is not only good documentation in the code, but is also accessible by the user with the "help" command. Revision: 3375 Author: max Date: Sunday, November 25, 2012 1:25:43 AM Message: Remove ancient compatibility hack from Quake II. The hack was for the "help" forward-to-server command to serve as an alias for the "score" command when in deathmatch mode. However, no Alien Arena client has ever been configured to use it that way, so there was no need for it to stay in CRX. Revision: 3377 Author: max Date: Sunday, November 25, 2012 9:21:31 PM Message: Slight performance improvement in mesh rendering. Revision: 3380 Author: strat Date: Sunday, December 02, 2012 2:16:36 AM Message: Corrections to spectator and bot scoring for the HUD and status responses. Prevent occasional oversized server net packets. Update game_data.am with alienblaster additions. Revision: 3381 Author: max Date: Wednesday, December 05, 2012 3:35:25 AM Message: Add r_hdlightmaps to graphical setting presets. Revision: 3382 Author: irritant Date: Thursday, December 06, 2012 12:26:02 AM Message: Fix inaccurate vegetation shadowmap positions. Cleanup up some vegetation render code. Add hd lightmaps for a few more maps. Revision: 3383 Author: strat Date: Thursday, December 06, 2012 9:57:28 PM Message: Fix ragdolls to work with ODE 0.12 (using dWorldQuickStep() and CFM/ERP settings). Fix problem with spectator mode and bot score updates. Revision: 3386 Author: strat Date: Sunday, December 09, 2012 6:06:01 AM Message: Improvements and corrections for the 'timerefresh' command. Revision: 3393 Author: irritant Date: Friday, December 14, 2012 12:33:00 AM Message: Cleanup of matrix pushing/popping balance in god ray code. Revision: 3395 Author: strat Date: Friday, December 14, 2012 9:10:37 PM Message: Fix random noise in godray rendering; caused by unitialized gl_FragColor (appeared when running 310 and 313 Nvidia Linux Drivers). Revision: 3397 Author: max Date: Monday, December 17, 2012 12:41:07 AM Message: Fix bug with weapon bob getting "stuck." Revision: 3402 Author: strat Date: Tuesday, December 18, 2012 1:18:47 AM Message: Update with L'Emmerdeur's Makefile.am patch to fix 'make distcheck' command line length problem.