]> icculus.org git repositories - divverent/darkplaces.git/commit
-added game Blood Omnicide
authorvortex <vortex@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 4 Oct 2009 22:38:47 +0000 (22:38 +0000)
committervortex <vortex@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 4 Oct 2009 22:38:47 +0000 (22:38 +0000)
commitf7979501e5e4cbc90f9420bb1373207bcd470e6c
tree50e80042d0b2464fa6445006fabdb1629f8dfeb9
parent2d5f02327295577f91f90e5cd86c5f9090f14673
-added game Blood Omnicide
-added r_shadow_gloss2exponent (gloss exponent for forced gloss surfaces), this don't work for Dot3 pieline however, i'm used this to make "wet surfaces when rain falls" in Blood Omnicide
-added DP_CSQC_ENTITYTRANSPARENTSORTING_OFFSET, DP_CSQC_ENTITYNOCULL, DP_CSQC_SPAWNPARTICLE. Definitions are here: http://darkmaster.quakedev.com/work/csqc_new_ext.qc

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9304 d7cf8633-e32d-0410-b094-e92efae38249
14 files changed:
cl_particles.c
client.h
clvm_cmds.c
common.c
common.h
csprogs.c
csprogs.h
gl_rmain.c
progsvm.h
protocol.h
prvm_edict.c
r_shadow.c
r_shadow.h
svvm_cmds.c