cvar_t r_subdivisions_collision_mintess = {0, "r_subdivisions_collision_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
cvar_t r_subdivisions_collision_maxtess = {0, "r_subdivisions_collision_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
cvar_t r_subdivisions_collision_maxvertices = {0, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
+cvar_t r_trippy = {0, "r_trippy", "0", "easter egg"};
cvar_t mod_noshader_default_offsetmapping = {CVAR_SAVE, "mod_noshader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are not using q3 shader files"};
cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
cvar_t mod_q3bsp_curves_collisions_stride = {0, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
Cvar_RegisterVariable(&r_subdivisions_collision_mintess);
Cvar_RegisterVariable(&r_subdivisions_collision_maxtess);
Cvar_RegisterVariable(&r_subdivisions_collision_maxvertices);
+ Cvar_RegisterVariable(&r_trippy);
Cvar_RegisterVariable(&mod_noshader_default_offsetmapping);
Cvar_RegisterVariable(&mod_q3bsp_curves_collisions);
Cvar_RegisterVariable(&mod_q3bsp_curves_collisions_stride);
{
int bytes = model->brush.num_pvsclusterbytes;
bytes = min(bytes, pvsbufferlength);
- if (r_novis.integer || !model->brush.num_pvsclusters || !Mod_Q1BSP_GetPVS(model, org))
+ if (r_novis.integer || r_trippy.integer || !model->brush.num_pvsclusters || !Mod_Q1BSP_GetPVS(model, org))
{
memset(pvsbuffer, 0xFF, bytes);
return bytes;
mod->soundfromcenter = true;
mod->TraceBox = Mod_Q1BSP_TraceBox;
- mod->TraceLine = Mod_Q1BSP_TraceLineAgainstSurfaces; // LordHavoc: use the surface-hitting version of TraceLine in all cases
+ if (sv_gameplayfix_q1bsptracelinereportstexture.integer)
+ mod->TraceLine = Mod_Q1BSP_TraceLineAgainstSurfaces; // LordHavoc: use the surface-hitting version of TraceLine in all cases
+ else
+ mod->TraceLine = Mod_Q1BSP_TraceLine;
mod->TracePoint = Mod_Q1BSP_TracePoint;
mod->PointSuperContents = Mod_Q1BSP_PointSuperContents;
mod->TraceLineAgainstSurfaces = Mod_Q1BSP_TraceLineAgainstSurfaces;