Team Fortress 2 Source Code as on 22/4/2020
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// ----------------------------------------------------------------- // JAY: // DONE: Fix tools for HL2/TF2 coordinate space DONE: Load textures from Half-Life .WADs DONE: Write out Q2 texture format (not miptex) DONE: Write test map viewer DONE: Test detail brushes DONE: view portals to test NOT DOING:Write out HL style collision trees DONE: new engine loader DONE: new vis in HL2 engine - looks simple now DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably DONE: Integrate Ken's qrad code into qrad3 DONE: add area portal visibility to HL2 engine DONE: write area portal entities for HL2/TF2 DONE: test area portal code Split clusters for outdoor vis
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QBSP3 Chop is based on recursive subdivision. - Force natural alignment of some sort to eliminate slivers where brushes meet ?
Use Q2 style ladder indicator? yes Use Q2 style friction indicator? probably or not if physics based
// ----------------------------------------------------------------- // CHARLIE: //
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until the prototype is done, the checked in .exe does not have displacement map functionality !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done DONE: add displacement map structure DONE: add displacement face structure DONE: change face/side structures to accept displacement texinfo and displacement face indices DONE: change .map loader to parse displacment map info DONE: don't allow merge or subdivision of displacement faces DONE: when splitting brushes, the new generated side get initialized to -1 DONE: add find displacement face functionality, then create it if not found DONE: add find displacement map functionality, then create it if not found DONE: initialize the displacement data before loading the .map file initialize the face data with dispface and dispmap = -1, is this necessary???? DONE: copy from bsp tool face to bsp file face -- the displacement info DONE: add/copy lumps DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest DONE: write .bsp data out DONE: add displacement data to .bsp statistics -- print file
Test maps: DONE: map where disp face gets split by block node DONE: map where disp face attempts merge/split DONE: map with texture disp face DONE: map with lots of disp faces DONE: map with multiple disp faces referencing one map DONE: map with multiple disp faces on one brush DONE: map with multiple disp faces on one brush referencing one map DONE: map with funky texture split encased on one portal
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