mark verticalFieldOfView static
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
R_InitTurb: use M_PI
remove more crap
remove a bunch of crap out of the renderer
sv: per-client pvs entity visibility check with no leafs limit (thanks super8 authors)
.alpha: part 7 - fix alpha blending on .mdl
.alpha: part 6 - fix the sky looking like a disaster from under the water (thanks super8 authors)
.alpha: part 5 - fix missing alpha-blended surfaces (when entity alone has .alpha set)
support "+map ad_tears"-style command-line arguments
clean up garbage in mathlib
turn DotProduct into a C function; provide arm64 neon implementation
force teleport surfaces to be non-transparent
.alpha: part 4 - draw water-like surfaces in non-VISed maps when r_*alpha is set to 1
.alpha: part 3 - build full alphamaps on startup once
.alpha: part 2 - drawing/blending
.alpha: part 1 - pr and protocol
add r_lavaalpha and r_slimealpha; leave teleports alone (non-transparent)
build an alpha map for each new alpha value
don't care about ram pic
R_RecursiveClipBPoly, R_DrawSolidClippedSubmodelPolygons: simplify just a bit
remove d_subdiv16 cvar (unused)
add initial water alpha support
steal fence drawing from super8 (useless comments removed)
detect fence-like textures but ignore them when drawing - they look like shit
surfs: short → int
pr: expose DP_EF_NODRAW extension
sv_protocol: use protocol version instead of id
MAX_SFX → MAX_SOUNDS; reclaim sfx from previous maps if no free ones