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~a1batross/xash3d-fwgs

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[PATCH 3/3] engine: server: use soundlist to acquire random sounds for physics 5 months ago

From Alibek Omarov to ~a1batross/xash3d-fwgs

---
 engine/server/sv_move.c | 36 ++++++------------------------------
 engine/server/sv_phys.c |  8 ++++++--
 2 files changed, 12 insertions(+), 32 deletions(-)

diff --git a/engine/server/sv_move.c b/engine/server/sv_move.c
index e62bfd46..25cd894a 100644
--- a/engine/server/sv_move.c
+++ b/engine/server/sv_move.c
@@ -150,21 +150,9 @@ void SV_WaterMove( edict_t *ent )
		if( flags & FL_INWATER )
		{
			// leave the water.
			switch( COM_RandomLong( 0, 3 ))
[message trimmed]

[PATCH 2/3] engine: client: use soundlist to acquire random sounds for temp entities 5 months ago

From Alibek Omarov to ~a1batross/xash3d-fwgs

---
 engine/client/cl_tent.c | 124 +++++++++++++++++++---------------------
 1 file changed, 58 insertions(+), 66 deletions(-)

diff --git a/engine/client/cl_tent.c b/engine/client/cl_tent.c
index 7023a7f9..86235c3d 100644
--- a/engine/client/cl_tent.c
+++ b/engine/client/cl_tent.c
@@ -57,36 +57,6 @@ const char *cl_default_sprites[] =
	"sprites/shellchrome.spr",
};

const char *cl_player_shell_sounds[] =
{
[message trimmed]

[PATCH 1/3] engine: add basic sounds.lst implementation 5 months ago

From Alibek Omarov to ~a1batross/xash3d-fwgs

---
 Documentation/extensions/sounds.lst.md |  66 ++++++
 engine/common/common.h                 |  28 +++
 engine/common/host.c                   |   2 +
 engine/common/sounds.c                 | 272 +++++++++++++++++++++++++
 4 files changed, 368 insertions(+)
 create mode 100644 Documentation/extensions/sounds.lst.md
 create mode 100644 engine/common/sounds.c

diff --git a/Documentation/extensions/sounds.lst.md b/Documentation/extensions/sounds.lst.md
new file mode 100644
index 00000000..77104d44
--- /dev/null
+++ b/Documentation/extensions/sounds.lst.md
[message trimmed]

[PATCH 0/3] sounds.lst 5 months ago

From Alibek Omarov to ~a1batross/xash3d-fwgs

This adds an ability for mods developers to override hardcoded sounds
with custom ones.

Alibek Omarov (3):
  engine: add basic sounds.lst implementation
  engine: client: use soundlist to acquire random sounds for temp
    entities
  engine: server: use soundlist to acquire random sounds for physics

 Documentation/extensions/sounds.lst.md |  66 ++++++
 engine/client/cl_tent.c                | 124 ++++++-----
 engine/common/common.h                 |  28 +++
 engine/common/host.c                   |   2 +
 engine/common/sounds.c                 | 272 +++++++++++++++++++++++++

[PATCH 19/19] engine: dedicated: add TextureToGamma stub for imagelib 6 months ago

From Alibek Omarov to ~a1batross/xash3d-fwgs

Signed-off-by: Alibek Omarov <a1ba.omarov@gmail.com>
---
 engine/common/dedicated.c | 5 +++++
 1 file changed, 5 insertions(+)

diff --git a/engine/common/dedicated.c b/engine/common/dedicated.c
index 9b7d56dd..d9be5944 100644
--- a/engine/common/dedicated.c
+++ b/engine/common/dedicated.c
@@ -247,4 +247,9 @@ void CL_HudMessage( const char *pMessage )

}

byte TextureToGamma( byte b )
[message trimmed]

[PATCH 18/18] ref: gl: particles aren't supposed to care about gamma 6 months ago

From Alibek Omarov to ~a1batross/xash3d-fwgs

Signed-off-by: Alibek Omarov <a1ba.omarov@gmail.com>
---
 ref/gl/gl_rpart.c | 4 +---
 1 file changed, 1 insertion(+), 3 deletions(-)

diff --git a/ref/gl/gl_rpart.c b/ref/gl/gl_rpart.c
index c2c71845..0a14db78 100644
--- a/ref/gl/gl_rpart.c
+++ b/ref/gl/gl_rpart.c
@@ -91,9 +91,7 @@ void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float
			if( alpha > 255 || p->type == pt_static )
				alpha = 255;

			pglColor4ub( gEngfuncs.LightToTexGamma( color.r ),
[message trimmed]

[PATCH 17/18] ref: soft: reorder applying light gamma 6 months ago

From Alibek Omarov to ~a1batross/xash3d-fwgs

Signed-off-by: Alibek Omarov <a1ba.omarov@gmail.com>
---
 ref/soft/r_surf.c | 15 +++++++--------
 1 file changed, 7 insertions(+), 8 deletions(-)

diff --git a/ref/soft/r_surf.c b/ref/soft/r_surf.c
index 3debf716..a2785e21 100644
--- a/ref/soft/r_surf.c
+++ b/ref/soft/r_surf.c
@@ -211,13 +211,9 @@ static void R_BuildLightMap( void )

		for( i = 0, bl = blocklights; i < size; i++, bl += 1, lm++ )
		{
			bl[0] += gEngfuncs.LightToTexGamma( lm->r ) * scale;
[message trimmed]

[PATCH 16/18] ref: soft: adapt studio renderer to new gamma implementation 6 months ago

From Alibek Omarov to ~a1batross/xash3d-fwgs

Signed-off-by: Alibek Omarov <a1ba.omarov@gmail.com>
---
 ref/soft/r_studio.c | 66 ++++++++++++++++++++++++++++-----------------
 1 file changed, 41 insertions(+), 25 deletions(-)

diff --git a/ref/soft/r_studio.c b/ref/soft/r_studio.c
index 77e7b36e..3a9670e7 100644
--- a/ref/soft/r_studio.c
+++ b/ref/soft/r_studio.c
@@ -107,7 +107,7 @@ typedef struct
	int		numlocallights;
	int		lightage[MAXSTUDIOBONES];
	dlight_t		*locallight[MAX_LOCALLIGHTS];
	color24		locallightcolor[MAX_LOCALLIGHTS];
[message trimmed]

[PATCH 15/18] ref: soft: don't depend on light gamma in recursive light point 6 months ago

From Alibek Omarov to ~a1batross/xash3d-fwgs

Signed-off-by: Alibek Omarov <a1ba.omarov@gmail.com>
---
 ref/soft/r_light.c  | 22 +++++++---------------
 ref/soft/r_local.h  |  1 -
 ref/soft/r_studio.c |  2 --
 3 files changed, 7 insertions(+), 18 deletions(-)

diff --git a/ref/soft/r_light.c b/ref/soft/r_light.c
index 3952e248..387e3924 100644
--- a/ref/soft/r_light.c
+++ b/ref/soft/r_light.c
@@ -323,18 +323,10 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
		{
			uint	scale = tr.lightstylevalue[surf->styles[map]];
[message trimmed]

[PATCH 14/18] ref: soft: remove unused scale (remnants of r_lightmap_modulate), use integer values for non-interpolated lightstyles 6 months ago

From Alibek Omarov to ~a1batross/xash3d-fwgs

Signed-off-by: Alibek Omarov <a1ba.omarov@gmail.com>
---
 ref/soft/r_light.c | 24 ++++++++++++------------
 1 file changed, 12 insertions(+), 12 deletions(-)

diff --git a/ref/soft/r_light.c b/ref/soft/r_light.c
index 6b029cd5..3952e248 100644
--- a/ref/soft/r_light.c
+++ b/ref/soft/r_light.c
@@ -40,23 +40,23 @@ void GAME_EXPORT CL_RunLightStyles( void )
	int		i, k, flight, clight;
	float		l, lerpfrac, backlerp;
	float		frametime = (gp_cl->time -   gp_cl->oldtime);
	float		scale;
[message trimmed]