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ref: gl: drop broken minlight/scale cvars for litwater. Keep them for mods. Fix post-merge issues
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@@ -721,8 +721,6 @@ extern convar_t gl_stencilbits;
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extern convar_t gl_overbright;
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extern convar_t gl_overbright;
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extern convar_t gl_fog;
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extern convar_t gl_fog;
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extern convar_t gl_litwater_force;
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extern convar_t gl_litwater_force;
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extern convar_t gl_litwater_minlight;
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extern convar_t gl_litwater_scale;
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extern convar_t r_lighting_ambient;
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extern convar_t r_lighting_ambient;
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extern convar_t r_studio_lambert;
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extern convar_t r_studio_lambert;
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@@ -23,9 +23,6 @@ CVAR_DEFINE_AUTO( gl_stencilbits, "8", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "pixelfor
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CVAR_DEFINE_AUTO( gl_overbright, "1", FCVAR_GLCONFIG, "overbrights" );
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CVAR_DEFINE_AUTO( gl_overbright, "1", FCVAR_GLCONFIG, "overbrights" );
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CVAR_DEFINE_AUTO( gl_fog, "1", FCVAR_GLCONFIG, "allow for rendering fog using built-in OpenGL fog implementation" );
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CVAR_DEFINE_AUTO( gl_fog, "1", FCVAR_GLCONFIG, "allow for rendering fog using built-in OpenGL fog implementation" );
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CVAR_DEFINE_AUTO( gl_litwater_force, "0", FCVAR_GLCONFIG, "force enable lightmapped water, even if support not declared in the map" );
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CVAR_DEFINE_AUTO( gl_litwater_force, "0", FCVAR_GLCONFIG, "force enable lightmapped water, even if support not declared in the map" );
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CVAR_DEFINE_AUTO( gl_litwater_minlight, "0", FCVAR_GLCONFIG, "minimal light water receives, helps avoid too dark lightmapped water" );
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CVAR_DEFINE_AUTO( gl_litwater_scale, "3", FCVAR_GLCONFIG, "lightmapped water scale factor" );
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CVAR_DEFINE_AUTO( r_lighting_extended, "1", FCVAR_GLCONFIG, "allow to get lighting from world and bmodels" );
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CVAR_DEFINE_AUTO( r_lighting_ambient, "0.3", FCVAR_GLCONFIG, "map ambient lighting scale" );
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CVAR_DEFINE_AUTO( r_lighting_ambient, "0.3", FCVAR_GLCONFIG, "map ambient lighting scale" );
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CVAR_DEFINE_AUTO( r_detailtextures, "1", FCVAR_GLCONFIG, "enable detail textures support" );
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CVAR_DEFINE_AUTO( r_detailtextures, "1", FCVAR_GLCONFIG, "enable detail textures support" );
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CVAR_DEFINE_AUTO( r_novis, "0", 0, "ignore vis information (perfomance test)" );
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CVAR_DEFINE_AUTO( r_novis, "0", 0, "ignore vis information (perfomance test)" );
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@@ -1188,8 +1185,6 @@ static void GL_InitCommands( void )
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gEngfuncs.Cvar_RegisterVariable( &gl_overbright );
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gEngfuncs.Cvar_RegisterVariable( &gl_overbright );
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gEngfuncs.Cvar_RegisterVariable( &gl_fog );
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gEngfuncs.Cvar_RegisterVariable( &gl_fog );
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gEngfuncs.Cvar_RegisterVariable( &gl_litwater_force );
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gEngfuncs.Cvar_RegisterVariable( &gl_litwater_force );
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gEngfuncs.Cvar_RegisterVariable( &gl_litwater_minlight );
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gEngfuncs.Cvar_RegisterVariable( &gl_litwater_scale );
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gEngfuncs.Cvar_RegisterVariable( &gl_polyoffset );
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gEngfuncs.Cvar_RegisterVariable( &gl_polyoffset );
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gEngfuncs.Cvar_RegisterVariable( &gl_polyoffset_bmodels );
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gEngfuncs.Cvar_RegisterVariable( &gl_polyoffset_bmodels );
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@@ -1035,14 +1035,6 @@ static void R_CheckCvars( void )
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rebuild = true;
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rebuild = true;
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}
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}
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// we only recalculate lightmap on the fly if map hasn't declared support for lightmapped water
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if( !FBitSet( tr.world->flags, FWORLD_HAS_LITWATER ) && FBitSet( gl_litwater_scale.flags|gl_litwater_minlight.flags, FCVAR_CHANGED ))
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{
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rebuild = true;
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ClearBits( gl_litwater_scale.flags, FCVAR_CHANGED );
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ClearBits( gl_litwater_minlight.flags, FCVAR_CHANGED );
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}
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if( rebuild )
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if( rebuild )
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R_GammaChanged( false );
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R_GammaChanged( false );
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}
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}
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@@ -92,11 +92,9 @@ static int Mod_LightmappedWaterMinlight( void )
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{
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{
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if( tr.world->litwater_minlight >= 0 )
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if( tr.world->litwater_minlight >= 0 )
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return tr.world->litwater_minlight;
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return tr.world->litwater_minlight;
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return 0;
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}
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}
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return Q_max( (int)gl_litwater_minlight.value, 0 );
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return 0;
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}
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}
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static float Mod_LightmappedWaterScale( void )
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static float Mod_LightmappedWaterScale( void )
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@@ -106,10 +104,9 @@ static float Mod_LightmappedWaterScale( void )
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if( tr.world->litwater_scale >= 0.0f )
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if( tr.world->litwater_scale >= 0.0f )
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return tr.world->litwater_scale;
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return tr.world->litwater_scale;
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return 1.0f;
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}
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}
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return gl_litwater_scale.value;
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return 1.0f;
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}
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}
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byte *Mod_GetCurrentVis( void )
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byte *Mod_GetCurrentVis( void )
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@@ -1054,7 +1051,7 @@ static void EmitWaterLightPolys( msurface_t *warp, float soffset, float toffset,
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float waveHeight = RI.currententity->curstate.scale;
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float waveHeight = RI.currententity->curstate.scale;
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// set the current waveheight
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// set the current waveheight
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if( warp->polys->verts[0][2] >= RI.vieworg[2] )
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if( warp->polys->verts[0][2] >= RI.rvp.vieworigin[2] )
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waveHeight = -waveHeight;
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waveHeight = -waveHeight;
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if( useQuads )
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if( useQuads )
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