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skullernet sync 01/15/25 #249
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darkshade9
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Make entity black. Add more particles and make particles larger depending on radius.
Fixes small ‘dead pixel’ artifacts visible in dark areas.
Based on code from: Jonathan <[email protected]> Suggestions by: @res2k Closes skullernet#362.
Using incomplete program may crash the GPU.
ANGLE doesn't like it, but Nvidia/Mesa are fine with it.
It turns out fire_lead() water detection logic has been broken all this time due to this change. Revert to original Q2 behavior.
Can still be useful for some things. Also include packet size mode from R1Q2.
No reason for this to be an error when other similar conditions are warnings.
Skybox textures are typically very low-res, and having them nearest filtered can be undesirable even if the rest of textures are.
Prevents previously visible flares from popping up behind the wall. Use 2.5 sec timeout so that flashing flares still work.
These are allowed to have lightmaps in vanilla Q2.
Some vanilla maps use fake sky faces for lighting and backface culling. These faces should be invisible, and must be removed if using cubemaps. Originally reported in Paril#132.
Prevents tiny oscillations when standing on top of another entity in some cases. Follow-up fix to d019074.
Return value is not used anywhere currently.
Prevents conflict with limits.h when compiling in C23 mode. Also rename CHAR_HEIGHT.
Users could kill the server by sending multiple nextserver commands with crafted spawncount.
Also fix wrong projected point being used for shadow culling.
Don't allow referencing stats >= 32 without protocol extensions.
Lightmapped liquids are compiler specific feature independent from DECOUPLED_LM. Make them depend on BSPX header instead. Also restrict bmodel skies to BSPX maps only, not N64.
Hack to prevent the server from being killed if mod uses demos as cinematics. Serving demos to multiple clients has never worked in vanilla Q2 anyway.
For compatibility with YQ2 mapfixes.
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