Garux
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88a03b07be
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normalize rendered light color for display consistency (compiler normalizes it anyway)
lower 3d light sphere brightness to reduce occlusion
#63
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2022-12-17 02:15:38 +06:00 |
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Garux
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76017a8ce3
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unify angles key reading
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2021-11-08 21:39:38 +03:00 |
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Garux
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2b59253b26
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wrap bit flags operations
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2021-10-28 14:39:58 +03:00 |
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Garux
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5283b70a83
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* fix decompilation of brushes with edge case face normal ( -0.577350259 -0.577350259 0.577350259 ) and MakeNormalVectors() in general
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2021-10-14 14:33:44 +03:00 |
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Garux
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160c1d33db
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remove -texrange business (assuming it's not relevant for decades)
optimize -meta (shave off 1/3 in worst case)
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2021-08-27 12:18:56 +03:00 |
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Garux
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6c00419653
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fix spelling
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2021-05-24 20:23:09 +03:00 |
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Garux
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98f9023cdc
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minor tweaks
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2021-03-11 10:57:17 +03:00 |
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Garux
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52ef1c838a
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make sure to do VectorNormalize in double
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2021-03-08 15:36:46 +03:00 |
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Garux
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293fab0ffb
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manage color-to-byte conversions
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2021-03-05 13:37:56 +03:00 |
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Garux
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902fb46938
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random tweaks
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2021-03-04 16:11:00 +03:00 |
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Garux
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39f5a2d060
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use MinMax functions instead of raw math
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2021-03-03 07:01:28 +03:00 |
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Garux
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f9a424b6c8
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more c++
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2021-03-02 22:01:09 +03:00 |
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Garux
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9446aeca8e
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fix introduced problems
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2021-02-28 12:04:52 +03:00 |
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Garux
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9857bb955b
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more c++ math
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2021-02-26 01:10:51 +03:00 |
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Garux
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4ce944444d
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rewrite q3map2 math in c++
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2021-02-25 19:41:43 +03:00 |
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