DP_EF_ADDITIVE
particles: pick either fov_x or fov_y (max) when scaling
sv: try (harder) not to overflow message buffers
hl: convert "renderamt" to alpha
bsp30: support fullbrights on textures with ~
add "m_raw" cvar (use mouse raw input when possible, if enabled)
cl: take out entity interpolation into a separate function
unix/vid: menu_quit on window close event; use mouse focus instead of keyboard focus
better fov refdef recalculation
bsp30: palette isn't always 256 colors, nor 'transparent' is _blue_. fix that
bring fullbright back
unlimited areanodes (thanks mh)
plan 9: fix transperency in pics
add support for external .vis files
fs: store lump's dir as fs_lmpfrom
add basics of colored lighting
bsp30: fix blacked out lightmaps on one surface
textures: data -> pixels and reduce "offsets"-related noise
bsp30: blue on textures with "{" is transparent
physics: normalize to stop player from getting "hung" in corners while airborn
allow nil sky texture: don't draw any
clean up softfloat code, leave the things of obvious need
break yet fix transparencies; colormaps and fullbright stuff will need a different way to work
add pleminary Half-Life maps support
mark a bunch of PF_* static
mark verticalFieldOfView static
Host_Error: include the error in fatal() call if reentered
water-warp with the same resolution
initial version of 24-bit rendering
aLways, aLready.
DP_QC_MINMAXBOUND
fix the usual SZ_GetSpace overflow on huge maps
rrp quirk: "taregtname" -> "targetname"
9front does not have RAND_MAX, define it
DP_QC_ASINACOSATANATAN2TAN
DP_QC_SINCOSSQRTPOW
better PF_random
DP_QC_TOKENIZE_CONSOLE + KRIMZON_SV_PARSECLIENTCOMMAND
PR_StrTmp: fix an embarassing mistake (& vs %)
kencc: [0] -> [] (thanks qwx)
move alias loading logic into a separate file
remove unused on-disk structs for sprites loading
zone: fix a few analyzer warnings
Hunk_Alloc: say what size failed to alloc
rewrite sprite loading; move to its own file
fix a warning when building with -O0
models and sprites do not require packed structs
initial multi-progs support work
mark _Noreturn
make particles drawing less complex code-wise, change size according to distance
clean up a bunch
split bsp/bsp2 loading and removing bsp-related packed structures altogether
remove a bunch of unused stuff
physics: make grenades bounce af on downward slopes (thanks LH, Baker, r00k)
Host_Spawn_f: correct view angles on game load (thanks mh)
physics: don't touch the triggers when in noclip mode (thanks mh)
view: better stair-step smoothing (thanks mh)
Draw_Pic: skip transparent (255) pixels
use bool as is
more stuff turned static
more garbage out
more header cleanup
mostly just reformat a bit
fix a bunch of stuff and clean up
Revert "R_ScanEdges: fix a wrong fixed point shift? found by clang analyzer"
snd: don't queue more audio than needed
stepsnd: check if there is sound at all before doing anything
R_AliasClipTriangle: fix dangling stack pointer set in a global variable (clang analyzer)
R_ScanEdges: fix a wrong fixed point shift? found by clang analyzer
in (sdl): simplify
vid (sdl): fix weird glitches and crashes
draw: make sure to not underflow
CL_ClearState: reset cl_numvisedicts as well
in (unix): process focus lost/gained
vid (plan 9): don't forget to getwindow
makefile: remove manpage target, make all .o depend on headers
readme: add a link to AD
R_EmitEdge: comment out stuff that doesn't seem to be required anymore
blended ents: stop the sorting madness that doesn't work
fences: don't modify z-buffer unless drawing as opaque
snd (plan9): proper (de)initialization
snd (plan9): remove sndstop entirely, it's more work to make it work and no use anyway
sndstop (plan9): wait until the proc exits
unix: don't crash on window resize
audio: completely stop audio when needed, resume on next write
make sound less choppy and with less latency
portable sound
portable fs logic
clean up a bunch; more work
portable: 9front + linux
update README
cl: put protocol into client instead of allocating
snd: stop reallocating channels, just increase the limit
cl: bring back entities reset
rendering: sort alpha-blended entities to draw back-to-front
rendering: don't recurse the world nodes twice
msurface_t: attempt to reduce its size in bytes
R_RecursiveWorldNode: recurse less