From: havoc Date: Sun, 23 Apr 2017 22:54:26 +0000 (+0000) Subject: Mark a bug as done. X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=e258e3fe3240de023926bc7642159fc80e6fee62 Mark a bug as done. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12333 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/todo b/todo index 9e44acec..1c7b3d55 100644 --- a/todo +++ b/todo @@ -2,7 +2,6 @@ -d bug darkplaces d3d9: drawsetcliparea not working right - seems to be Y-flipped, this also affects menus in Steelstorm (VorteX) -d bug darkplaces d3d9: overbright particles get weird colors (VorteX) 0 bug darkplaces server browser: scrolling wraps weirdly (causing duplicates of first entry) when there are fewer servers than a full screen can show (LordHavoc) -0 bug darkplaces renderer: r_showbboxes breaks updates of the bloom texture (Supa) 0 bug darkplaces android: make sure android:theme is set reasonably to avoid having performance issues on Adreno (it may need to be android:theme="@android:style/Theme.Translucent" or maybe some other value?) (banshee21) 0 bug darkplaces client csqc: CSQC_InputEvent is supposed to handle mouse movement, compare to FTEQW code (avirox) 0 bug darkplaces client csqc: engine prediction function is not implemented - could just return the engine's current cl.movement_origin (Spike) @@ -662,6 +661,7 @@ d bug darkplaces renderer: q3bsp alpha shaders are not being lit? (Cheapy) d bug darkplaces renderer: q3bsp ignoring EF_ADDITIVE on opaque surfaces such as Nexuiz teleporters? (Vermeulen) d bug darkplaces renderer: r_drawcollisionbrushes 2 is broken (LordHavoc) d bug darkplaces renderer: r_glsl 1 mode has black grapple beam in nexuiz (SavageX) +d bug darkplaces renderer: r_showbboxes breaks updates of the bloom texture (Supa) d bug darkplaces renderer: r_wateralpha 0.9 is invisible on r_glsl 0;gl_combine 0 path (Lardarse] d bug darkplaces renderer: r_wateralpha 1 water that has lightmapping is black in r_shadow_realtime_world 1 mode, but only if the map was loaded in r_shadow_realtime_world 1 mode, if started in 0 and then going to 1 it does not have black water, this is probably lightmap updates not occurring in rtworld mode (mrinsane) d bug darkplaces renderer: r_wateralpha on maps that are not watervised shows sky, this is a known glquake bug but it is fixable in darkplaces at load time by marking opposite-content (water-empty, empty-water) leafs as visible in their pvs sets, this involves checking the portal flow... (knghtbrd)