Wednesday, December 24, 2008

Latest batch of updates

Just doing my best to avoid the tacky wholesomeness of the festive season...

  • Fixed occasional DirectInput lockups/stalls.
  • Removed "no multi-threaded" restrictions from Direct3D startup.
  • Changed alias model bounding box cull and chasecam clip tests to per-frame bounding boxes.
  • Removed old sky warp and r_oldsky cvar.
  • Added Q2/etc style noclipping (was this in 1.1?)
  • Changed speed and direction of new sky warp to more accurately mimic old sky warp.
  • Removed surface subdivision from sky.
  • Removed brush model specific stuff from model_t struct.
  • Added struct header pointers for each model type to model_t struct.
  • Massive cleanup, restructuring and explanations in submodel setup.
  • Added fading of chase model when chasecam gets near it owing to geometry clipping.
  • Added translucent viewmodel when one has the ring.
  • Added translucent chase model when viewed from nearby.
  • Switched mipmap chain generation to manual as automatic doesn't work too well on some cards.
  • Restored HARDWARE_VERTEX_PROCESSING (need to test for lockups on NVIDIA).
  • Changed default scr_conspeed to 3000 and scr_printspeed to 20 (from 300 and 8).
  • Restored lightmap texture rectchange system (easier in D3D as top is 0 and it uses r and b, not w and h).
  • Left lightmap textures locked for the entire map (to save locking/unlocking per frame).
  • Removed glpoly_t from gl_model.h to gl_warp.cpp as that's the only place it's used any more.
  • Gave water and sky their own custom vertex structs.

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