New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Improved Shader Remaps #160
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
…upport settings for lightmap and style. Rename R_RemapShaderWithLightmaps to R_RemapShaderAdvanced. Cheat protect the cvar r_newRemaps.
aufau
reviewed
Apr 12, 2023
…mapShaderAdvanced. Expect timeOffset to be milliseconds as integer rather than seconds as float.
aufau
requested changes
Apr 30, 2023
Add debug prints to CL_ShaderStateChanged.
…rsed from the systeminfo of a server. Clear advanced remaps before reapplying them.
…imit. This also resolves issues with a few corner cases.
This was referenced May 17, 2023
aufau
approved these changes
Sep 14, 2023
…s a client supports.
JKSunny
added a commit
to JKSunny/jk2mv
that referenced
this pull request
Dec 22, 2023
This pull request breaks code that expects the levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s", s ) );
if ( !levelshot ) {
levelshot = trap_R_RegisterShaderNoMip( "menu/art/unknownmap" );
} https://github.com/mvdevs/mvsdk/blob/f37abd190b4edd1490e9cee5853dcde9170b566b/code/cgame/cg_players.c#L521-L522 // Model icon for drawing the portrait on screen
ci->modelIcon = trap_R_RegisterShaderNoMip ( va ( "models/players/%s/icon_%s", modelName, skinName ) );
// ...
if ( ci->modelIcon )
{
CG_DrawPic( cgs.screenWidth - size - 5, y, size, size, ci->modelIcon );
} Loading map without levelshotBefore this pull request: Loading model without icon |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
The vanilla shader remaps don't handle lightmaps properly, leading to various issues:
lightmapNone
, making the new shader either completly dark or fullbrightIn most situations these issues are undesired, but maps have utilized these effects to light up and darken areas by remapping shaders. For that reason the default behavior of the shader remaps should not be altered.
This branch introduces a new function
R_RemapShaderAdvanced
which support additional arguments to specify the desired mode of shader remapping (preserve, fullbright, none, vertex, 2d) and indirectly exposes it to servers via configstring 1399.Screenshots to compare: