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base repository: Markusimus/engine
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head repository: OpenArena/engine
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  • 15 commits
  • 243 files changed
  • 8 contributors

Commits on Jun 4, 2020

  1. add aarch64 as platform

    Opvolger committed Jun 4, 2020
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Commits on Aug 26, 2021

  1. Add SDL2 compile option.

    This sets SDL2 as the default as well.
    oitzujoey committed Aug 26, 2021
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Commits on Mar 12, 2022

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  2. code/curl: update ifdef condition for MCST-LCC compiler

    in mcst-lcc compiler => 1.25 added a new macro definition to determine compiler
    r-a-sattarov committed Mar 12, 2022
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Commits on Mar 13, 2022

  1. New CI using Github Actions

    sago007 committed Mar 13, 2022
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  2. Merge pull request OpenArena#74 from r-a-sattarov/master

    code/curl: update ifdef condition for MCST-LCC compiler
    sago007 authored Mar 13, 2022
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Commits on Mar 19, 2022

  1. Merge pull request OpenArena#64 from Opvolger/aarch64

    add aarch64 as platform
    sago007 authored Mar 19, 2022
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  2. Rename MatrixMultiply to Q_MatrixMultiply to avoid colliding with SDL…

    …_d3dmath.c when statically compiling
    sago007 committed Mar 19, 2022
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Commits on Mar 1, 2023

  1. add RISCV support on build

    Opvolger committed Mar 1, 2023
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Commits on Mar 2, 2023

  1. Merge pull request OpenArena#80 from Opvolger/add_riscv_support

    add RISCV support on build
    sago007 authored Mar 2, 2023
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Commits on Nov 6, 2023

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Commits on Nov 7, 2023

  1. Merge pull request OpenArena#86 from mystuffs/master

    Update README to use https protocol instead of the git protocol
    sago007 authored Nov 7, 2023
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Commits on May 20, 2025

  1. A bunch of things

    - s_interrupt - allows sounds to be interrupted by the same sound or entity channel
    - new dynamic light calculation for vertex lighting, affecting vertex color (no projected dlight textures)
    - rgbGen material for allowing calculation for diffuse, specular, emmissive vertex colors by hex values
    - rgbMod shader command allowing new vertex color effects
    - removed deprecated R_ParseStageSimple, it never worked as intended
    - r_slowness gone. Use llvmpipe, PCem, or a slow computer instead.
    - Spring cleaning of old deprecated/broken post-process GLSL experiments
    - r_anime broke in 2015
    - r_tvMode - well, shaderglass exists now
    - r_motionblur - Bad technique, too much memory
    - t_pslettize - slow, relies on shader's lookup of a vector table
    - r_film - bad on well-lit maps
    - r_retroAA - this broke early too. also looked bad. would rather implement FSAA 4x
    - cl_consoleScale : makes the console more 640x480 sized on any higher res. Also affects notify messages, so you can read chat easier
    - cl_consoleColor also affects the line at the bottom. Also new default colors
    - If consoleShader can't load (which will happen with some mods), it will fallback to a flat-colored console.
    - Generic'd the red/blue team names.  We will not be having missionpack clans.
    - SDL2: Clicking the red X now does something: you can leave!!! If it sucks.... hit da bricks!! real winners quit
    - s_xmp_startPattern - makes the tracker song play a different pattern (for use with sub-songs)
    - fixed xmp playback as xmp explicitly requires a length of the module now. Fixes issue OpenArena#96
    - suppress the warning about non-22khz music, as mods are playing at the mixer's rate always, and this warning regards a much earlier (1999) unstable sound mixer.
    - deprecating r_modelshader because the shader got stale, old, buggy, and amd hates it now
    - r_shadeMethod will be something else (and not shader-based)
    - r_lightmapColorNorm : Make normalization of bright luxels an option, default is 1 (q3 behavior).
    - r_lightmapColorNorm 0 = no normalization, straight clamp, like Nightdive's vision of Quake2
    - r_lightmapColorNorm 2 = experiment: normalize, but add some luminance on while maintaining the hue by normalizing again. This tries to restore more range on fully saturated colors
    - dropped SHADER_MAX_VERTEXES back to 1000 because raising it causes various unexpected issues, so dialing it down for now
    - raise MAX_IMAGE_ANIMATIONS to 16 because I've got a cool water shader using it and 8 is too choppy
    - Crash fix for older (<=2001) mods by trimming the string shared with ui module, so no overflow for them
    - jettisoning old proposed mme particle system that was never ever hooked up properly.
    - other small warning cleanup
    - r_shadeMethod : 0/1 = q3 behavior, 2 = ue1-ish behavior, 3 = mix of 1 and 2, -1 = one uniform color, 150-666 = a lod range to change between the 3
    - r_monolightmaps : refactor - goes to the light data instead of the calculations and images
    - removed r_greyscale because this is a data-modifying novelty that would complicate support for loading compressed texture formats. This is better off as a post-process shader
    - environment mapping refactor, rewrite and cleanup
    - removed a lot of deprecated rgbGens
    - removed r_texdump (it never worked)
    - remove a few leftover broken postprocess things
    - Internal GLSL brightness shader, so gamma control can work without the glsl/brightness_fp.glsl file when r_ext_vertex_shader is 1 and r_alternateBrightness is 2.
    - r_skyTess - an attempt to make the complexity of skydomes an option so it could use less polygons. Has no effect on skyboxes
    leilei- authored May 20, 2025
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Commits on Nov 23, 2025

  1. November stuff

    * - s_interrupt - allows sounds to be interrupted by the same sound or entity channel
    - new dynamic light calculation for vertex lighting, affecting vertex color (no projected dlight textures)
    - rgbGen material for allowing calculation for diffuse, specular, emmissive vertex colors by hex values
    - rgbMod shader command allowing new vertex color effects
    - removed deprecated R_ParseStageSimple, it never worked as intended
    
    * - r_slowness gone. Use llvmpipe, PCem, or a slow computer instead.
    
    * Spring cleaning of old deprecated/broken post-process GLSL experiments
    - r_anime broke in 2015
    - r_tvMode - well, shaderglass exists now
    - r_motionblur - Bad technique, too much memory
    - t_pslettize - slow, relies on shader's lookup of a vector table
    - r_film - bad on well-lit maps
    - r_retroAA - this broke early too. also looked bad. would rather implement FSAA 4x
    
    * test
    
    * Cool console things
    - cl_consoleScale : makes the console more 640x480 sized on any higher res. Also affects notify messages, so you can read chat easier
    - cl_consoleColor also affects the line at the bottom. Also new default colors
    - If consoleShader can't load (which will happen with some mods), it will fallback to a flat-colored console.
    - Generic'd the red/blue team names.  We will not be having missionpack clans.
    
    * SDL2: Clicking the red X now does something: you can leave!!!
    
    If it sucks.... hit da bricks!!
    real winners quit
    
    * s_xmp_startPattern - makes the tracker song play a different pattern (for use with sub-songs)
    
    * - fixed xmp playback as xmp explicitly requires a length of the module now. Fixes issue OpenArena#96
    - suppress the warning about non-22khz music, as mods are playing at the mixer's rate always, and this warning regards a much earlier (1999) unstable sound mixer.
    
    * - deprecating r_modelshader because the shader got stale, old, buggy, and amd hates it now
    - r_shadeMethod will be something else (and not shader-based)
    
    * - r_lightmapColorNorm : Make normalization of bright luxels an option, default is 1 (q3 behavior).
    - r_lightmapColorNorm 0 = no normalization, straight clamp, like Nightdive's vision of Quake2
    - r_lightmapColorNorm 2 = experiment: normalize, but add some luminance on while maintaining the hue by normalizing again. This tries to restore more range on fully saturated colors
    - dropped SHADER_MAX_VERTEXES back to 1000 because raising it causes various unexpected issues, so dialing it down for now
    - raise MAX_IMAGE_ANIMATIONS to 16 because I've got a cool water shader using it and 8 is too choppy
    
    * - Crash fix for older (<=2001) mods by trimming the string shared with ui module, so no overflow for them
    - jettisoning old proposed mme particle system that was never ever hooked up properly.
    - other small warning cleanup
    
    * Some renderer refactor and cleanup
    - r_shadeMethod : 0/1 = q3 behavior, 2 = ue1-ish behavior, 3 = mix of 1 and 2, -1 = one uniform color, 150-666 = a lod range to change between the 3
    - r_monolightmaps : refactor - goes to the light data instead of the calculations and images
    - removed r_greyscale because this is a data-modifying novelty that would complicate support for loading compressed texture formats. This is better off as a post-process shader
    - environment mapping refactor, rewrite and cleanup
    - removed a lot of deprecated rgbGens
    - removed r_texdump (it never worked)
    - remove a few leftover broken postprocess things
    
    * - Internal GLSL brightness shader, so gamma control can work without the glsl/brightness_fp.glsl file when r_ext_vertex_shader is 1 and r_alternateBrightness is 2.
    - r_skyTess - an attempt to make the complexity of skydomes an option so it could use less polygons. Has no effect on skyboxes
    
    * - More r_dynamiclight options:
      r_dynamiclight 2 = Slightly additive dynamic light projections, modeled after the PS2 port
      r_dynamiclight 3 = disables dynamic light projections but substitutes them with flashblends (ala GLQuake). If r_monolightmaps are enabled, the flashblends are orange. Viewblends are left out as the sudden duration of the dynamic lights when firing would be harmful.
    - Because of these changes, Riva 128 and Permedia 2 owners should be allowed to enjoy dynamic lights
    - option to use ReactOS's wspiapi.h header (file not included)
    - some makefile changes to allow an option for more Win 4 (95/NT4) compatiblity easier. Compiling with WINFOUR disables curl, uses SDL1, and has some additional workarounds to get it working on Windows 95 (winsock2 still required though)
    
    * - fixed a fog modulation regression stemming from a rgbMod case returning and not breaking. whoops
    - little warning cleanup wrt flashblend
    
    * Sun stuff
    - r_drawSun is now default 1 (was 0), because...
    - sunShader key - allows sky shaders to explicitly define a shader to use for the sun. In addition to that, a flare type number and a size multiplier number can follow for a little more customization. Partially inspired by RTCW's sunshader key, which only dealt with the image (and never finished their lens flare reflections)
    - Suns with a portal on screen won't cancel out the sun or its flare
    - If no sun flare is specified, don't draw a sun flare at all. should be one less unnecessary depth read
    - r_drawSun 2 is the old 'always show sun' behavior
    - sun shader now correctly orientated
    - drawing the sun uses a quadstamp
    - some 'low end video' alternative shader loading that current does not work. May revert
    - ifdefing out shademethod LOD for fixing later
    
    * - GetViewPosition builtin for cgame to allow stuff like text drawn over entities
    - MDR physics: allows MDR bones to move independently of model by a defined file on bone numbers, their type, etc. (like hair and flags), but broken (currently ifdef'd out)
    - ifdef'd out IQM support as that's broken, we aren't using it, and only other whole games are using it
    - Removed attempt at r_lowEndVideo
    
    * - Model fog fix
    - Suppressing redundant sound warnings to developer print
    - Preliminary DDS texture loading
    - Dropping renderergl1 and renderergl2 as they're unsupported, redundant, stale code with none of the new improvements, and we don't use modularized renderers. Still having these files in the tree implies we use them and that can bring confusion.
    
    * - Cgame entity glow renderer hookup
    - R_ShowImages: Adjust for overbright
    - a tribute to Rebecca Heineman and Jennell Jaquays
    
    * RB_UVcolor: casting as gcc 14 hates this line
    makefile - because gcc 14 is fussier, i'll do this wrt VMA for now.
    leilei- authored Nov 23, 2025
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