[EGL CVS Commit] DeliverXML
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echon
From: <ec...@ec...> - 2006-01-02 10:10:33
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<message> <generator> <name>CIA Perl client for CVS</name> <version>2.3</version> <url>http://cia.navi.cx/clients/cvs/ciabot_cvs.pl</url> </generator> <source> <project>echongl</project> <module>egl</module> </source> <timestamp> 1136196623 </timestamp> <body> <commit> <author>echon</author> <files> <file>cgame/cg_api.h</file> <file>cgame/cg_decals.c</file> <file>cgame/cg_effects.h</file> <file>cgame/cg_entities.c</file> <file>cgame/cg_local.h</file> <file>cgame/cg_main.c</file> <file>cgame/cg_mapeffects.c</file> <file>cgame/cg_predict.c</file> <file>cgame/cg_screen.c</file> <file>cgame/cg_shared.h</file> <file>cgame/cg_tempents.c</file> <file>cgame/cg_view.c</file> <file>cgame/cg_weapon.c</file> <file>cgame/pmove.c</file> <file>cgame/menu/m_mp_join.c</file> <file>client/cl_cgapi.c</file> <file>client/cl_input.c</file> <file>client/cl_loc.c</file> <file>client/cl_local.h</file> <file>client/cl_main.c</file> <file>client/cl_parse.c</file> <file>client/cl_screen.c</file> <file>client/console.c</file> <file>client/keys.c</file> <file>common/cmd.c</file> <file>common/cmd.h</file> <file>common/common.c</file> <file>common/common.h</file> <file>common/memory.c</file> <file>egl.vcproj</file> <file>todo.txt</file> <file>game/p_hud.c</file> <file>game/p_view.c</file> <file>include/zlibpng/zconf.h</file> <file>linux/glimp_linux.c</file> <file>linux/sys_linux.c</file> <file>linux/x11_linux.h</file> <file>linux/x11_main.c</file> <file>linux/x11_utils.c</file> <file>renderer/qgl.h</file> <file>renderer/r_alias.c</file> <file>renderer/r_backend.c</file> <file>renderer/r_backend.h</file> <file>renderer/r_image.c</file> <file>renderer/r_init.c</file> <file>renderer/r_light.c</file> <file>renderer/r_lightq3.c</file> <file>renderer/r_local.h</file> <file>renderer/r_main.c</file> <file>renderer/r_meshbuffer.c</file> <file>renderer/r_model.c</file> <file>renderer/r_model.h</file> <file>renderer/r_poly.c</file> <file>renderer/r_program.c</file> <file>renderer/r_shader.c</file> <file>renderer/r_shader.h</file> <file>renderer/r_shadow.c</file> <file>renderer/r_sky.c</file> <file>renderer/r_sprite.c</file> <file>renderer/r_vbo.c</file> <file>renderer/r_world.c</file> <file>renderer/r_worldq3.c</file> <file>server/sv_ents.c</file> <file>server/sv_gameapi.c</file> <file>server/sv_local.h</file> <file>server/sv_main.c</file> <file>shared/infostrings.c</file> <file>shared/shared.c</file> <file>shared/shared.h</file> <file>sound/snd_dma.c</file> <file>win32/con_win.c</file> <file>win32/glimp_win.c</file> <file>win32/net_wins.c</file> <file>win32/sys_win.c</file> <file>win32/vid_win.c</file> </files> <log> Split renderPath up into defaultPath and optimalPath. Removed some unecessary backend inline functions. Switch optimized a few places. Fixed a crash bug with gl_lightmap. Linux code updates to support FreeBSD. Working on an optimal path for world surfaces with bundles. Skipping sorting on surfaces without passes. Fixed loading the player config menu then loading a map causing 'problems'. Removed the VBO nonsense, it was so very slow no matter how it was implemented. Optimized alias model mesh 'touching', it was making a copy for no good reason. Cleaned up Q2BSP and Q3BSP structures a lot. Made lighting a little more stable with Q3BSP. Added r_debugSorting for debuggin realtime mesh sorting performance. Made r_debugCulling a CVAR_CHEAT. Coded a new rendering path for world surfaces that takes advantage of the path-per-bundle system. CTRL-C cancels the current console command, like in Unix... Fixed a couple quirks with console tab completion. Moved polyblend out of the renderer and into CGame and made it a cheatvar for Gloom. CG polys will render without shaders, defaulting to noShader. Only attempting to forward commands to the server if it's not a dedicated server. Fixed the dedicated build not echoing 'unknown command' to ... unknown commands. Fixed the dedicated servers executing client config files. Fixed non-dedicated_only builds being used as dedicated servers having 'issues'. They were still utilizing some client components. Fixed cgame not having accurate connection info during a vid_restart. Fixed a possible buffer overflow with infostrings. Cleaned up how CGame utilizes Com_Printf, no devType since CGame only has one. Optimizing shader memory usage. Better path normalization, copies while normalizing rather than requiring a copy beforehand. Fixed a bug with path normalization, it was removing "../" instead of "./" Faster shader path normalization. Better window error handling. Memstats prints pool names. Shaderlist command prints ALL shader scripts in memory, not just ones being utilized this registration. Fixed a few problems with shadow volumes. Coded decal 'cull groups', so that decal fragments for a single decal can be culled as one instead of individually. * This dropped node/radii cull attempts by the hundreds when in "well painted" rooms. </log> </commit> </body> </message> |