PR_Str: instead of throwing an error just return nil
add Nehahra protocol stubs
sprite: add SPRITE32 (found in Nehahra) support
R_ResetFog: fix color not being reset
wavinfo: assume entire file looping if second cue points is out of range
cd: split/group platform-specific/independent logic
openal: fix music looping
fix a warning
openal: implement track playback via ffmpeg
fs: openlmp: expose globally
unix: move dummy cd logic to openal-specific stuff
bsp: don't reuse LIT memory if it failed to load, free it
zone: add Hunk_Free
openal: get rid of another variable
openal: alsfx_t -> albuf_t, because that's what it is
openal: if wavinfo says it's a bad file, use silence
wav: apparently fmt doesn't _always_ come after WAVE
openal: just shorter names
openal: put doppler factor under a cvar
openal: increase doppler factor
openal: add a rather dumb doppler shift
recycle audio buffers far more often
openal: bring ambients back
openal: add "soundlist" cmd
openal: free AL buffers when no longer needed
sort out AL device/hrtf dynamic switching; introduce cvar callbacks
don't enable hrtf by default
openal: don't start the sounds too early
replace SDL audio with OpenAL (wip)
move GetWavinfo to its own file
no more fbpal
progs: set numglobaldefs
fence textures: enable scaling for bsp30; keep lower miplevel
D_DrawZSpans already checks for blending flag
image resize: be a bit more specific
stb: no <assert.h> on plan 9
no fast math, sorry
fences (bsp20 and external textures): rescale from base as with premultiplied alpha and use other mip levels when rendering
separate image resize into its own file
Load_ExternalTexture: use the original image for all mip levels when scaling
add external (TGA) texture loading and scaling
move blendalpha to d_alpha.c
blendalpha: fix fog with additive blending
fog: correctly apply fog to all blended surfaces
addlight: leave dest color attributes
fog: R_BlendFog for external callers
blendalpha: leave dest color attributes
fog: apply after warp
add "r_fog" to enable/disable fog globally in a config
fog: don't recalculate the same thing; no possible additive blending so inline it
fix a warning
fix blended surface z-fighting and jagged fog
addlight: simplify
move dotadd to BSP loading file; name math-specific files with m_* prefix
make some of the stuff use floats
remove the need for preprocessor; move platform-specific stuff into designated plan9/ and unix/
mathlib: shorten Length and VectorNormalize
fix a few warnings
reset fog on each new map
horribly slow fog + skyfog
put the sky at ~ infinity
32-bit zbuffer and more precise zspans drawing
R_EdgeDrawing: make sure model is set
baseline effects
sv: effects are always one byte
bsp30: "rendermode 5" -> EF_ADDITIVE
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"