netradiant-custom/tools/quake3/q3map2
2011-04-20 17:49:36 +02:00
..
q3map2_fsr_newfiles fix lots of CRLFs 2010-04-17 21:02:26 +02:00
.patchsets add the branch-manager for q3map2 too 2008-09-14 15:48:21 +00:00
branch-manager add the branch-manager for q3map2 too 2008-09-14 15:48:21 +00:00
brush_primit.c initial 2008-09-13 18:28:57 +00:00
brush.c fix another misapplied diff 2011-01-13 21:18:04 +01:00
bsp.c don't write the bsp twice when pseudo compiling 2010-10-09 21:29:15 +02:00
bspfile_abstract.c always allocate bspEntData 2009-06-18 08:38:25 +00:00
bspfile_ibsp.c mark some TODOs for overflows reported on the GtkRadiant mailing list 2010-04-27 17:43:42 +02:00
bspfile_rbsp.c try to fix FindFloatPlane bug 2009-06-18 06:45:31 +00:00
changelog.q3map1 initial 2008-09-13 18:28:57 +00:00
changelog.q3map2.txt initial 2008-09-13 18:28:57 +00:00
convert_ase.c also -deluxemapsastexcoord 2010-12-26 00:18:13 +01:00
convert_map.c .ase also works from .map! 2010-10-09 19:37:43 +02:00
convert_obj.c use forward slashes in .mtl files 2010-12-27 12:44:03 +01:00
decals.c _lightmapsamplesize entity key by jal 2009-05-01 10:45:24 +00:00
facebsp.c fix two msvc compile errors 2009-04-13 19:51:54 +00:00
fog.c initial 2008-09-13 18:28:57 +00:00
game__null.h q3map2 is now waring free 2010-10-05 10:57:07 +02:00
game_darkplaces.h fix lots of CRLFs 2010-04-17 21:02:26 +02:00
game_dq.h fix lots of CRLFs 2010-04-17 21:02:26 +02:00
game_ef.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_etut.h (by LordHavoc) game_etut uses BSP format version 47 too 2011-01-30 16:02:01 +01:00
game_ja.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_jk2.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_nexuiz.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_prophecy.h fix lots of CRLFs 2010-04-17 21:02:26 +02:00
game_qfusion.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_quake3.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_quakelive.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_reaction.h custom surfaces as used by reaction quake 2011-01-22 16:13:00 +01:00
game_sof2.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_t.h initial 2008-09-13 18:28:57 +00:00
game_tenebrae.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_tremulous.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_wolf.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_wolfet.h half lambert lighting by jal (option: -lightanglehl) 2010-02-14 20:12:11 +01:00
game_xonotic.h no half lambert for xonotic please, it sucks ;) 2010-10-30 18:00:09 +02:00
image.c Revert "also load DDS files the way DarkPlaces stores them (does DDS loading even work?)" because Radiant does not support this yet, and it won't be easy to do the same hack in Radiant. 2011-02-23 13:25:27 +01:00
leakfile.c q3map2 is now waring free 2010-10-05 10:57:07 +02:00
light_bounce.c q3map2 is now waring free 2010-10-05 10:57:07 +02:00
light_shadows.c initial 2008-09-13 18:28:57 +00:00
light_trace.c q3map2 is now waring free 2010-10-05 10:57:07 +02:00
light_ydnar.c forgot to check lightDeluxel for NULL here 2011-02-22 17:48:30 +01:00
light.c fix these options more 2011-01-01 20:19:57 +01:00
lightmaps_ydnar.c new light option -fill to improve lossy compression of lightmaps (should have no other impact) 2010-10-31 12:38:58 +01:00
lightmaps.c remove some unused code 2010-09-27 09:58:50 +02:00
listen.pl initial 2008-09-13 18:28:57 +00:00
main.c fix two bugs cppcheck found 2011-01-08 20:59:46 +01:00
map.c ::zerowing-base=428 2011-01-12 13:58:55 +01:00
mesh.c initial 2008-09-13 18:28:57 +00:00
model.c remove unnecessary code found by Rambetter 2011-01-19 08:02:00 +01:00
patch.c already apply some safe changes: 2009-03-28 21:48:25 +00:00
path_init.c add a missing #include 2011-04-20 17:49:36 +02:00
portals.c treat entity leak different from entity in solid (the latter should not cause a leak message, but a proper "in solid") 2011-01-02 20:42:33 +01:00
prtfile.c patches by jal: fix some warnings, and spawnflags 64 on misc_model to not smooth the normals 2009-04-23 16:32:45 +00:00
q3map2.h Adding game_reaction.h to q3map2. We cannot use "-game quake3" because 2011-01-20 14:35:30 +01:00
q3map2.ico initial 2008-09-13 18:28:57 +00:00
q3map2.rc fix lots of CRLFs 2010-04-17 21:02:26 +02:00
shaders.c add shader key q3map_noDirty, which disables the dirty pass on the surface. It's handy for lightmapped terrain models where dirty produces odd darkness on mesh splits. 2010-05-29 12:22:02 +02:00
surface_extra.c q3map2 is now waring free 2010-10-05 10:57:07 +02:00
surface_foliage.c support .skin files for models (modelname_<n>.skin) like Q3A and DP 2010-10-01 11:29:51 +02:00
surface_fur.c initial 2008-09-13 18:28:57 +00:00
surface_meta.c q3map2 is now waring free 2010-10-05 10:57:07 +02:00
surface.c fix some more warnings 2010-10-05 15:04:45 +02:00
tjunction.c q3map2 is now waring free 2010-10-05 10:57:07 +02:00
tree.c initial 2008-09-13 18:28:57 +00:00
vis.c fix some more warnings 2010-10-05 15:04:45 +02:00
visflow.c initial 2008-09-13 18:28:57 +00:00
writebsp.c don't write the bsp twice when pseudo compiling 2010-10-09 21:29:15 +02:00