Commit Graph

717 Commits

Author SHA1 Message Date
Garux 1da9dbfea9 * -keepmodels in -bsp / _keepModels on worldspawn: keep misc_model entities in the BSP file after compile 2023-08-17 19:22:21 +06:00
Garux 1e909131be * misc_model _target and group entity _targetname key aliases for baking the model into entity
helps when targetname key is not wanted on an entity, as changing its behavour
crosslinking of keys versions works, underscored version has priority
2023-07-05 14:45:05 +06:00
Garux cfe248da83 q3map2 -light -scale: don't scale bounced light; user expects scaling light sources here 2023-07-05 12:43:58 +06:00
Garux 88a03b07be normalize rendered light color for display consistency (compiler normalizes it anyway)
lower 3d light sphere brightness to reduce occlusion
#63
2022-12-17 02:15:38 +06:00
Garux a5d0ae72d1 fix SmoothMetaTriangles()
mainly fixes celshading, as it's about coincident vertices with varying normal smoothing params
2022-11-01 13:00:10 +03:00
Garux 8565682f07 consider nodraw shaders in fog direction deduction 2022-10-30 10:00:42 +03:00
Garux 9bbb84ea5a fix some clang warnings & errors 2022-10-29 01:07:30 +03:00
Garux 22377bb255 fix .srf file name, when map name contains period, e.g. asd.xxx.map
closes #102
2022-07-11 23:33:01 +03:00
Garux 87a3682c46 -scale: fix bspNodes & bspLeafs precision 2022-07-10 18:54:46 +03:00
Garux 88d1777f0f fix pyramidal autoclip (was providing wrong reference points) 2022-04-04 19:43:25 +03:00
Garux 41d37cf57d * skylight extension: q3map_skylight amount iterations optional[horizon_min horizon_max sample_color]
horizon_min horizon_max: two spherical angles, defining portion of sphere to emit light from.
		Default is 0 90, which is upper hemisphere. -90 90 will be whole sphere.
		sample_color: Default = 1: sample color of each individual light from skybox images, if they are present.
		0: use shader color, set by q3map_lightRGB/q3map_lightImage/_up skybox image/qer_editorImage.
	* q3map_skylight may be used multiple times in a single shader
2022-01-09 16:50:04 +03:00
Garux be6126ce28 fix crash introduced in 977781a621 2021-12-30 19:57:37 +03:00
Garux ea21eee225 fix 1bd3e7ae18 2021-12-23 17:23:57 +03:00
Garux 5398cde0db fix uninitialized value use in IlluminateRawLightmap 2021-12-21 13:48:33 +03:00
Garux 19664b6bca fix -debugorigin crash in IlluminateVertexes 2021-12-21 13:20:41 +03:00
Garux 1bd3e7ae18 * model shader paths guessings: use material names, starting with textures/ or models/ as is
so materials named intentionally as ingame shaders shall work as expected
2021-12-16 03:06:30 +03:00
Garux d888d2622d use sensible floodlightIntensity default, so -floodlight is usable 2021-12-11 02:34:34 +03:00
Garux e913469e30 tweak shader docs 2021-12-11 02:33:59 +03:00
Garux 6c129e546f store winding points in double precision 2021-11-23 14:48:00 +03:00
Garux f02f3bff31 fix help 2021-11-14 20:19:08 +03:00
Garux cbe024d507 etut default gamma
import 52ee126932
2021-11-14 19:32:43 +03:00
Garux 8928a4aee8 [q3map2] dæmon engine expects model space deluxe maps
import https://gitlab.com/xonotic/netradiant/-/merge_requests/40
import c847e41def
q3map2/games: fix quakelive home path
import 85349c5529
2021-11-14 10:13:10 +03:00
Garux 150c3027b0 fix colormod broken in 977781a621 2021-11-13 18:26:12 +03:00
Garux b474073ebe misc_model _skin/skin key: handle both DP and Q3 naming conventions
disable trying skin 0 by default
not that it does much atm, as assimp md3 loader handles .skin and shader name substitution alters non path names
handle \r\n endlines in .skin
2021-11-10 22:25:45 +03:00
Garux 76017a8ce3 unify angles key reading 2021-11-08 21:39:38 +03:00
Garux d75792d9a9 fix the build 2021-11-06 23:10:15 +03:00
Garux aa110638d4 remove global std::size_t mapEntityNum;
(not buildable)
2021-11-06 17:27:11 +03:00
Garux 25bb05b0d2 remove global int numMapEntities; int entitySourceBrushes; 2021-11-06 15:12:21 +03:00
Garux 16dddad640 remove global entity_t *mapEnt; 2021-11-06 13:50:30 +03:00
Garux 0aa61b7dfa also fix dummy targetnames in -mergebsp -fixnames, may legitimately exist as outcome of misc_model->group_entity connection 2021-11-04 19:45:57 +03:00
Garux d1610b49ff move Timer class to header, use it in q3map2 2021-11-04 17:25:04 +03:00
Garux 522f6f907e rename cmdlib and imagelib to fix name clashes 2021-10-31 14:13:02 +03:00
Garux 512f0a959b manage headers 2021-10-31 10:54:57 +03:00
Garux da98e8fde3 various code cleanups 2021-10-30 16:04:31 +03:00
Garux e62da4c621 * patchMeta: fix: keep playerclip patches for collisions
* autocaulk: do not impact fog brushes with all faces culled (global fog case)
decompilation: detail flag deduction: avoid detail hints, areaportals, antiportals by surfaceparm structural check
change hardcoded surfaceflags use to statically evaluated ones for the given game
2021-10-29 11:29:32 +03:00
Garux 2b59253b26 wrap bit flags operations 2021-10-28 14:39:58 +03:00
Garux 7626f69b02 minor tweaks 2021-10-28 12:25:26 +03:00
Garux 2e9bf0af1c minor tweaks 2021-10-26 20:15:09 +03:00
Garux 67ea9b0390 fix excess memory allocation 2021-10-26 18:30:05 +03:00
Garux 0c390241c8 fix formatting 2021-10-26 18:16:24 +03:00
Garux 977781a621 minor tweaks 2021-10-26 17:26:35 +03:00
Garux d812cbd4d4 replace ArrayRange by tcb::span (reproduction of std::span) 2021-10-24 08:32:10 +03:00
Garux 4726542134 replace Q_EXTERN Q_ASSIGN macro trick by inline variable specifier
remove explicit initialization, where it equals to default zero initialization
2021-10-22 04:13:08 +03:00
Garux bf6389fc26 use #pragma once 2021-10-22 02:19:50 +03:00
Garux f5b2653b0d add automatic MemBuffer storage for file loading routines 2021-10-17 23:10:02 +03:00
Garux 6a7550a6ba shorten special class members declarations 2021-10-14 23:31:07 +03:00
Garux 5ef76b0212 * non -fast bsp decompilation: deduce brush detail flag; note: structural transparent brushes get marked detail too, e.g. hints 2021-10-14 21:09:06 +03:00
Garux bc7bd516e6 refactor bsp decompilation 2021-10-14 14:32:49 +03:00
Garux a719e012fe * -mergebsp [options] <mainBsp.bsp> <bspToinject.bsp>: Inject latter BSP to former. Tree and vis data of the main one are preserved.
* -mergebsp -fixnames: Make incoming BSP target/targetname names unique to not collide with existing names
	* -mergebsp -world: Also merge worldspawn model (brushes as if they were detail, no BSP tree is affected) (only merges entities by default)
2021-10-13 22:50:43 +03:00
Garux eceb2e3259 matrixify -scale -tex code 2021-10-09 23:17:21 +03:00