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* modified loading of submodels and faces to get better cache hit ratesCarsten Weisse2005-05-072-230/+249
| | | | (little bit faster)
* preconstruct a Throwable is faster; (is used in control flow)Carsten Weisse2005-05-071-15/+12
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* preconstruct a Throwable is faster; (is used in control flow)Carsten Weisse2005-05-072-12/+12
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* organized importsCarsten Weisse2005-05-061-3/+1
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* use the GL_BGR (OpenGL1.2) format if possible;Carsten Weisse2005-05-063-44/+62
| | | | then RGB to BGR flip loop isn't used. (faster)
* now we need a lower reference distance (see the modification before)Carsten Weisse2005-04-271-2/+2
| | | | (better attenuation effects)
* change the master volume (listener) only on Update not per sourceCarsten Weisse2005-04-272-17/+27
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* change the master volume (listener) only on Update not per sourceCarsten Weisse2005-04-272-14/+27
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* code cleanupCarsten Weisse2005-04-261-14/+8
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* code cleanupCarsten Weisse2005-04-261-16/+9
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* code clean upCarsten Weisse2005-04-261-15/+7
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* bugfix: very stupid sound registration ;-)Carsten Weisse2005-04-262-7/+13
| | | | | now the dynamic sounds (weapons) will be loaded only once. This solves the lwjgl crash too.
* new attribute for cached soundsCarsten Weisse2005-04-261-1/+3
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* bugfix: this have to be a copy of the listener originCarsten Weisse2005-04-251-2/+4
| | | | (I hope this solves the lwjgl openal problem)
* import cleanupCarsten Weisse2005-04-251-10/+3
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* screenshot function for (fast)jogl drivers.Carsten Weisse2005-04-252-131/+165
| | | | Needs a callback mechanism and a sliced buffer.
* The first screenshot implementation (lwjgl)Carsten Weisse2005-04-251-63/+68
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* bugfix [ 1144565 ] power shield of monster "brain" not displayed correctlyCarsten Weisse2005-04-081-4/+4
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* the brightness slider now modifies the gl_modulate value too,Carsten Weisse2005-04-071-2/+8
| | | | because it looks better than a pure gamma correction.
* initial value of gl_modulate is set to 1.5 because the game was mostly too dark.Carsten Weisse2005-04-073-6/+6
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* fixes bug on say command with 1 argumentRene Stoeckel2005-03-131-1/+2
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* VectorEquals instead of VectorCompareRene Stoeckel2005-02-207-19/+19
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* bugfix for space throw in level spaceRene Stoeckel2005-02-201-4/+4
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* better messageCarsten Weisse2005-02-201-2/+2
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* some changes in monster ai (findtarget, ai_run)Rene Stoeckel2005-02-202-37/+47
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* correct mouse button numbering for jogl (left->K_MOUSE1, center->K_MOUSE3, ↵Carsten Weisse2005-02-201-6/+20
| | | | right->K_MOUSE2)
* correct mouse button numbering for lwjgl (left->0, center->2, right->1)Carsten Weisse2005-02-201-3/+0
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* fixed power shield bugRene Stoeckel2005-02-191-2/+2
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* wrong error message fixed when loading a game failesRene Stoeckel2005-02-192-6/+6
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* cosmeticRene Stoeckel2005-02-192-9/+6
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* developer msg removedRene Stoeckel2005-02-192-5/+5
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* bugfix in SP_FixCoopSpotsRene Stoeckel2005-02-191-3/+6
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* bugfixes in selectspawnpoint() functionsRene Stoeckel2005-02-191-12/+22
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* developer msg added for killing and pickup.Rene Stoeckel2005-02-191-2/+4
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* lightramp bug and imroved laser thinkRene Stoeckel2005-02-191-14/+14
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* fixed bug in ent.setFields() when spawning an edict_tRene Stoeckel2005-02-192-5/+12
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* command line parameter bugs.Rene Stoeckel2005-02-191-5/+3
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* bug: weapons were not loud enoughRene Stoeckel2005-02-131-2/+2
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* dedicated server runs now :-)Carsten Weisse2005-02-131-2/+6
| | | | | | someone has forgotten the code to check the dedicated variable. (stupid bug and hard to find)
* GameBase.dedicated removed; use Globals.dedicated insteadCarsten Weisse2005-02-133-7/+5
| | | | (defined twice)
* beatificationRene Stoeckel2005-02-122-15/+6
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* bugfix: 1119453Carsten Weisse2005-02-091-21/+7
| | | | thank you very much "deathmeat"
* bugfix:Carsten Weisse2005-02-081-2/+3
| | | | | | | don't force GC on playing a cinematic. the error was triggered at the end of the demo levels. toggle between "The End" and the menu worked fine but the menu animation was very slow. The reason was a Full-GC every frame.
* now it can handle simple static pcx images (see the end)Carsten Weisse2005-02-081-235/+187
| | | | not fully complete yet (first hack :-)
* a better test for empty stringsCarsten Weisse2005-02-082-4/+4
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* a better test for empty stringsCarsten Weisse2005-02-083-15/+15
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* execute the callbackCarsten Weisse2005-02-071-1/+2
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* test for dedicated mode (see C-code)Carsten Weisse2005-02-071-1/+4
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* cast not neededCarsten Weisse2005-02-071-2/+2
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* use DummyRenderer for dedicated mode and use a valid instance for cl_timedemoCarsten Weisse2005-02-071-3/+4
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