[EGL CVS Commit] DeliverXML
Brought to you by:
echon
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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>
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<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>
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