Commit Graph

26 Commits

Author SHA1 Message Date
Garux 9bbb84ea5a fix some clang warnings & errors 2022-10-29 01:07:30 +03:00
Garux 9d3d204018 Qt 2022-10-27 09:10:31 +03:00
Garux f61e0dcb67 * view->filter->sky: Q3 shader based skies (skyParms keyword) 2022-07-18 18:28:56 +03:00
Garux d3e48d8c31 * render Q3 shader based skyboxes
logic: load 6 skybox textures when shader gets used by scene, don't unload dynamically, just on 'flush'
texture browser only uses normal preview image and doesn't trigger potentially heavy box loading
also fix R_ResampleTexture for [2+x upscaling
2022-07-18 10:05:19 +03:00
Garux 522f6f907e rename cmdlib and imagelib to fix name clashes 2021-10-31 14:13:02 +03:00
Garux b0b997e493 manage stl includes 2021-10-31 12:38:53 +03:00
Garux b6d60fb17c add and use path_extension_is() 2021-10-03 17:13:12 +03:00
Garux 02a3b9c026 use ostream_write( CopiedString ) 2021-09-18 15:30:11 +03:00
Garux aa4f3a1f72 reduce the use of GSlist
Quake3FileSystem::forEachFile: avoid double extension check, support "*", as advertised
2021-08-19 12:28:56 +03:00
Garux 4beae3d362 * support entries with .shader extension in shaderlist.txt
vfsListShaderFiles (empty shaderlist = load all shaders, -pk3, -repack):
	only list pk3 .shaders from scripts/ folder
	support non scripts/ shaderPath (e.g. jka)
unlimit shader files count
case insensitive shaderlist entries, so duplicates aren't loaded twice
2021-08-12 11:23:59 +03:00
Garux 6c00419653 fix spelling 2021-05-24 20:23:09 +03:00
Garux 2222100316 indent classes, align by spaces 2021-03-24 00:25:15 +03:00
Thomas Debesse 42c00bfc67 plugins/shader: remove unused Texture_ForName function declaration
It looks to be a leftover from QE4.
2021-03-20 20:22:31 +03:00
Garux d734199601 manage path routines 2021-01-22 02:21:54 +03:00
Garux af71efc0e6 * no shaderlist.txt or empty one = load all shaders 2020-10-25 09:07:29 +03:00
Garux cf580963c2 more globalWarningStream() globalErrorStream() use 2018-03-21 16:06:22 +03:00
Garux b1e2f26124 use globalWarningStream() 2018-03-21 04:21:07 +03:00
Garux 8ca384165b Radiant:
misc...
	* fix name case sensitivity in shaders (non plain textures) loading during map/model loading
	* all patch prefabs are created aligned to active projection
2017-08-02 09:40:29 +03:00
Garux e3fd576624 Q3map2:
code fixes

Radiant:

binds...
	* m1x2 on clipper point = do clip
menus...
	* misc->colors->opengl font selector
misc...
	* calculate farplane from g_MaxWorldCoord, g_MinWorldCoord (was const 32768)
	* 1.0f nearplane
	* numerous code fixes
2017-08-02 09:25:58 +03:00
Garux a62c7302d3 Radiant:
misc...
	* texbro: disable alpha transparency by def; isn't good in half of cases
	* find/replace: tooltip helper note about search mode
	* Entity: arrowheads, showing direction of connection-lines in addition to color-code; New algorithm: are visible in all orthogonal projections
	* tweak: do not render 'misc_model' & 'light' entity names
	* filters: patches: +filter ones with surfaceparm playerclip
	* translucent filter also works for shaders with qer_alphafunc
	* filter areaportal, if single face matches (allows case with other faces, using 'skip')
	* filter translucent, if single face matches
	* filter liquids by surfaceparm {water, lava, slime} in addition to textures/liquids path
2017-08-01 14:28:28 +03:00
Garux 6f51c7f28d Radiant:
misc...
	* filter toobar buttons also handle right mouse clicks:
		caulk: apply caulk tex
		clip: toggle apply clip/weapclip tex
		hint: toggle apply hint/hintlocal/hintskip tex
		triggers: apply trigger tex
		liquids: toggle apply watercaulk/lavacaulk/slimecaulk tex
		areaportals: toggle apply nodraw/nodrawnonsolid tex
			shader names are configurable through respective shader_* keys in .game file
		details: make detail
		structural: make structural
	* png icons with real alpha; partially antialiased
2017-08-01 14:03:16 +03:00
Garux 6e687efe88 Q3map2:
* content of brush is determined now not by 1st side in brush definition (inconsistency!)
		but on priority: liquid > fog > playerclip > nonsolid > solid
		ex.: nodraw solid shader works now for hiding liquid or fog volume splits / unwanted faces
		solid or nonsolid shader + face(s) of playerclip = playerclip
		solid shader + face(s) of nonsolid = nonsolid (b4 could happen: 5nonsolid sides + 1solid = solid brush )


Radiant:

binds...
	* make structural - alt+s
	* shift+n - cycle patch tex projection
	* ctrl+f - fit texture
	* bind a, d in no mlook mode - CameraStrafeLeft/Right

menus...
	* smartified content basically
	* hidden killconnect for games, which are not nexuiz
	* view-orthographic+: center 2d on selected (ctrl+shift+tab)
	* removed parent from menu, regroup does work + isn't bugged
	* edit+: SelectAllOfType (shift+a)
	* view->show+: ToggleCrosshair, show size info, show grid
	* view menu: +patch inspector
	* curve->texture+: flip patch tex ( {ctrl}shift+i ), naturalize, cycle projection
	* cleaned, updated help menu links,+: Mouse Shortcuts, recent offline&fixed Shader Manual,
		netRadiant specific docs, lists of q3map2 switches/entity keys/shader directives
misc...
	* removed note to save before going to preferences, project settings
	* fog is automatically transparent
	* Doom3LightRadius: failed to parse default light radius - spammy msg removed
	* 1.5x bigger light ents (8->12u)
	* longer list of recently opened (4->9)
	* crosshair display: is saving in prefs
	* defaulted Maya theme
	* removed question to override current compile monitoring
2017-08-01 13:36:40 +03:00
michaelb 1f0271a988 fix invalid use of <glib/...> headers 2012-04-09 09:44:35 +02:00
Rudolf Polzer e4287c28bb my own uncrustify run 2012-03-27 12:03:21 +02:00
Jānis Rūcis f86f8d9e29 Concat all found shaderlist.txt files to build the shader list 2010-05-30 00:09:35 +03:00
rpolzer 107765f0e4 initial
git-svn-id: svn://svn.icculus.org/netradiant/trunk@1 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-09-13 18:28:57 +00:00