Fix some misc issues that noone else is likely to notice.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5911 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2021-06-21 19:13:33 +00:00
parent d6e09af52d
commit 27831f7265
7 changed files with 37 additions and 27 deletions

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@ -202,7 +202,7 @@ function build_fteqcc {
echo "--- Engine builds ---"
#the -fno-finite-math-only is to avoid a glibc dependancy
if [ "$BUILD_LINUXx86" != "n" ]; then
NATIVE_PLUGINS="$PLUGINS_LINUXx86" build "Linux 32-bit" linux_x86 FTE_TARGET=linux_x86 CPUOPTIMIZATIONS=-fno-finite-math-only $TARGETS_LINUX
NATIVE_PLUGINS="$PLUGINS_LINUXx86" build "Linux 32-bit" linux_x86 FTE_TARGET=linux32 CPUOPTIMIZATIONS=-fno-finite-math-only $TARGETS_LINUX
fi
if [ "$BUILD_LINUXx64" != "n" ]; then
NATIVE_PLUGINS="$PLUGINS_LINUXx64" build "Linux 64-bit" linux_amd64 FTE_TARGET=linux64 CPUOPTIMIZATIONS=-fno-finite-math-only $TARGETS_LINUX

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@ -231,9 +231,6 @@ cvar_t r_menutint = CVARF ("r_menutint", "0.68 0.4 0.13",
cvar_t r_netgraph = CVARD ("r_netgraph", "0", "Displays a graph of packet latency. A value of 2 will give additional info about what sort of data is being received from the server.");
extern cvar_t r_lerpmuzzlehack;
extern cvar_t mod_h2holey_bugged, mod_halftexel, mod_nomipmap;
#ifdef SPRMODELS
cvar_t r_sprite_backfacing = CVARD ("r_sprite_backfacing", "0", "Make oriented sprites face backwards relative to their orientation, for compat with q1.");
#endif
cvar_t r_nolerp = CVARF ("r_nolerp", "0", CVAR_ARCHIVE);
cvar_t r_noframegrouplerp = CVARF ("r_noframegrouplerp", "0", CVAR_ARCHIVE);
cvar_t r_nolightdir = CVARF ("r_nolightdir", "0", CVAR_ARCHIVE);
@ -590,9 +587,6 @@ void GLRenderer_Init(void)
Cvar_Register (&mod_h2holey_bugged, GLRENDEREROPTIONS);
Cvar_Register (&mod_halftexel, GLRENDEREROPTIONS);
Cvar_Register (&mod_nomipmap, GLRENDEREROPTIONS);
#endif
#ifdef SPRMODELS
Cvar_Register (&r_sprite_backfacing, GLRENDEREROPTIONS);
#endif
Cvar_Register (&r_lerpmuzzlehack, GLRENDEREROPTIONS);
Cvar_Register (&r_noframegrouplerp, GLRENDEREROPTIONS);

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@ -91,6 +91,8 @@ typedef struct {
#define SPRDP_LABEL_SCALE 6
#define SPRDP_OVERHEAD 7
#define SPR_ORIENTED_BACKFACE 8 //SPR_ORIENTED except facing along its normal...
#define SPRHL_OPAQUE 0
#define SPRHL_ADDITIVE 1
#define SPRHL_INDEXALPHA 2

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@ -2,7 +2,7 @@
#include "fs.h"
#include "errno.h"
#if !defined(NACL) && !defined(FTE_TARGET_WEB) && !defined(_WIN32)
#if !defined(NACL) && !defined(FTE_TARGET_WEB) && (!defined(_WIN32) || defined(FTE_SDL))
#ifdef WEBSVONLY
#define Z_Free free

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@ -40,7 +40,6 @@ typedef struct
extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models, ruleset_allow_fbmodels;
extern cvar_t r_noaliasshadows;
extern cvar_t r_lodscale, r_lodbias;
extern cvar_t r_sprite_backfacing;
extern cvar_t gl_ati_truform;
extern cvar_t r_vertexdlights;
@ -2663,8 +2662,14 @@ static void R_Sprite_GenerateTrisoup(entity_t *e, int bemode)
Matrix3_Multiply(e->axis, r_refdef.playerview->vw_axis, spraxis);
else
memcpy(spraxis, e->axis, sizeof(spraxis));
if (!r_sprite_backfacing.ival)
VectorNegate(spraxis[1], spraxis[1]);
break;
case SPR_ORIENTED_BACKFACE:
// bullet marks on walls, invisible to anyone in the direction that its facing...
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
Matrix3_Multiply(e->axis, r_refdef.playerview->vw_axis, spraxis);
else
memcpy(spraxis, e->axis, sizeof(spraxis));
VectorNegate(spraxis[1], spraxis[1]);
break;
case SPR_FACING_UPRIGHT:

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@ -39,6 +39,9 @@ cvar_t mod_warnmodels = CVARD("mod_warnmodels", "1", "Warn if any models fa
cvar_t mod_litsprites_force = CVARD("mod_litsprites_force", "0", "If set to 1, sprites will be lit according to world lighting (including rtlights), like Tenebrae. Ideally use EF_ADDITIVE or EF_FULLBRIGHT to make emissive sprites instead.");
cvar_t mod_loadmappackages = CVARD ("mod_loadmappackages", "1", "Load additional content embedded within bsp files.");
cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised.");
#ifdef SPRMODELS
cvar_t r_sprite_backfacing = CVARD ("r_sprite_backfacing", "0", "Make oriented sprites face backwards relative to their orientation, for compat with q1.");
#endif
#ifdef SERVERONLY
cvar_t gl_overbright, gl_specular, gl_load24bit, r_replacemodels, gl_miptexLevel, r_fb_bmodels; //all of these can/should default to 0
cvar_t r_noframegrouplerp = CVARF ("r_noframegrouplerp", "0", CVAR_ARCHIVE);
@ -634,6 +637,9 @@ void Mod_Init (qboolean initial)
Cmd_AddCommandD("mod_showent", Mod_ShowEnt_f, "Allows you to quickly search through a map's entities.");
Cmd_AddCommand("version_modelformats", Mod_PrintFormats_f);
#ifdef SPRMODELS
Cvar_Register (&r_sprite_backfacing, NULL);
#endif
#ifndef SERVERONLY
Cmd_AddCommandD("mod_findcubemaps", Mod_FindCubemaps_f, "Scans the entities of a map to find reflection env_cubemap sites and determines the nearest one to each surface.");
Cmd_AddCommandD("mod_realign", Mod_Realign_f, "Reads the named bsp and writes it back out with only alignment changes.");
@ -5883,10 +5889,13 @@ qboolean QDECL Mod_LoadSpriteModel (model_t *mod, void *buffer, size_t fsize)
mod->meshinfo = psprite;
switch(sptype)
{
case SPR_ORIENTED:
if (r_sprite_backfacing.ival)
sptype = SPR_ORIENTED_BACKFACE;
break;
case SPR_VP_PARALLEL_UPRIGHT:
case SPR_FACING_UPRIGHT:
case SPR_VP_PARALLEL:
case SPR_ORIENTED:
case SPR_VP_PARALLEL_ORIENTED:
// case SPRDP_LABEL:
// case SPRDP_LABEL_SCALE:

30
fte.m4
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@ -35,7 +35,7 @@ define(`LINENGINE2',`{
}')dnl
define(`LINENGINE',`LINENGINE2($1,$2,CAT($2_lin64.zip))')dnl
define(`HIDE',)dnl
define(`GAME',`ifelse(FTE_GAME,$1,$2
define(`GAME',`ifelse(FTE_GAME,`$1',`$2'
,)')dnl
define(`TEST',`ifelse(FTE_TEST,`1',` test "1"
',` test "0"
@ -101,7 +101,7 @@ define(`LINPLUG',`{
URL(linux_amd64/fteplug_$1_amd64.so)
}')dnl
GAME(quake,
{
`{
package "fteplug_ezhud"
WINPLUG(ezhud)
LINPLUG(ezhud)
@ -109,9 +109,9 @@ GAME(quake,
replace "ezhud"
desc "Some lame alternative configurable hud."
TEST()dnl
})dnl
}')dnl
GAME(quake,
{
`{
package "fteplug_qi"
WINPLUG(qi)
LINPLUG(qi)
@ -121,10 +121,10 @@ GAME(quake,
author "Spike"
website "https://www.quaddicted.com/reviews/"
desc "Provides a way to quickly list+install+load numerous different maps and mods. Some better than others."
desc "If you're a single-player fan then these will keep you going for quite some time."
desc "If youre a single-player fan then these will keep you going for quite some time."
desc "The database used is from quaddicted.com."
TEST()dnl
})dnl
}')dnl
{
package "fteplug_irc"
WINPLUG(irc)
@ -205,7 +205,7 @@ TEST()dnl
}
')dnl
GAME(quake2,
{
`{
package "q2game_baseq2"
{
arch "win_x86"
@ -229,9 +229,9 @@ GAME(quake2,
website "https://github.com/yquake2/yquake2"
desc "Quake2 Gamecode (from yamagiq2). Required for single player or servers."
TEST()dnl
})dnl
}')dnl
GAME(quake,
{
`{
package "fte_csaddon"
category "Plugins"
title "Ingame Map Editor"
@ -239,14 +239,14 @@ GAME(quake,
gamedir "fte"
FILE(csaddon.dat)
URL(csaddon/csaddon.dat)
desc "This is Spike's map editing user interface. It is only active while running singleplayer (or sv_cheats is enabled)."
desc "This is Spikes map editing user interface. It is only active while running singleplayer (or sv_cheats is enabled)."
desc "To activate, set the ca_show cvar to 1 (suggestion: ^abind c toggle ca_show^a)."
license "GPLv2, source on fte's svn"
license "GPLv2, source on the fte svn"
author "Spike"
TEST()dnl
})dnl
}')dnl
GAME(quake,
{
`{
package "fte_menusys"
category "AfterQuake"
title "Replacement Menus"
@ -255,8 +255,8 @@ GAME(quake,
FILE(menu.dat)
URL(csaddon/menu.dat)
desc "This provides a more modern mouse-first menu system."
license "GPLv2, source on fte's svn"
license "GPLv2, source on the fte svn"
author "Spike"
TEST()dnl
})dnl
}')dnl