[EGL CVS Commit] DeliverXML
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echon
From: <ec...@ec...> - 2006-02-10 23:44:27
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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> 1139615060 </timestamp> <body> <commit> <author>echon</author> <files> <file>cgame/cg_partgloom.c</file> <file>cgame/cg_players.c</file> <file>client/cl_demo.c</file> <file>client/cl_input.c</file> <file>client/cl_main.c</file> <file>client/console.c</file> <file>common/common.c</file> <file>common/common.h</file> <file>common/cvar.c</file> <file>common/files.c</file> <file>common/net_chan.c</file> <file>common/net_msg.c</file> <file>common/protocol.h</file> <file>egl.vcproj</file> <file>todo.txt</file> <file>linux/sys_linux.c</file> <file>renderer/r_backend.c</file> <file>renderer/r_glstate.c</file> <file>renderer/r_image.c</file> <file>renderer/r_image.h</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_shader.c</file> <file>renderer/r_world.c</file> <file>server/sv_ccmds.c</file> <file>server/sv_ents.c</file> <file>server/sv_gameapi.c</file> <file>server/sv_init.c</file> <file>server/sv_local.h</file> <file>server/sv_main.c</file> <file>server/sv_send.c</file> <file>server/sv_user.c</file> <file>shared/shared.h</file> <file>shared/string.c</file> <file>sound/snd_dma.c</file> <file>win32/win_local.h</file> <file>win32/cd_win.c</file> <file>win32/con_win.c</file> <file>win32/glimp_win.c</file> <file>win32/in_win.c</file> <file>win32/snd_win.c</file> <file>win32/sys_win.c</file> <file>win32/vid_win.c</file> <file>win32/winquake.h</file> </files> <log> Server code cleanup. Removed the ENHANCED_SERVER crap. Fixed a bug with changing maps in the server. Fixed a couple other places where stencil may be 'used' when it's not desired. Fixed a pointless call to Com_DevPrintf on any sound initialization after the first time. Cleaned up Windows-specific sound code a little. Removed some more useless worldmodel NULL checks. Using a better method for printing sound init info, so that it doesn't annoy you when you tab in/out and still shows info during a snd_restart. Created a Com_HashGenericFast which just skips the strlwr basically. Storing shader names in lower-case for 3x faster lookup later. Printing the number of models, images, and shaders searched; and images touched at the end of registration. Fixed a small oopsie with the Linux-specific code. Disabled some unneeded header files for the Windows eglded. Fixed models being touched twice when registered after it's already loaded. Added Int3 (24bit integer) network functions. modifiedCount removed, not planning to "optimize" cache in cgame using this because it wouldn't really optimize anything. Optimized PKZ file lookup using a faster lookup function and storing info for it on PKZ load. Cleaned up snd_win.c significantly. Fixed "No sound device initialized" not printing on first initialization when WaveOut and DirectSound fail. Removed waveOut sound. What computer doesn't have DirectX nowadays? WaveOut sucked anyways. s_primary 0 (using the secondary sound buffer) attempts to use hardware acceleration for audio before falling back to software. A little more verbose Windows sound initialization. Gloom stinger fire was creating two dynamic lights when it only needed one. Gloom stinger fire dlights flicker in radius. Optimized TGA loading slightly. More typedef enum pimpage. Renamed winquake.h to win_local.h. </log> </commit> </body> </message> |