Following changes to the console code, it turned out that at very high
resolutions, the large number of glyphs rendered would cause render
commands to be dropped; avoid this by simply raising the maximum number
of render commands.
From the research conducted in
https://github.com/ioquake/ioq3/issues/794
we can probably conclude that the `self->r.maxs[2] = -8;`
in `player_die()` is related to `pm->maxs[2] = -8;`
in `PM_CheckDuck()`. Let's make this clear with a named constant.
R_LoadImage now tries .dds as a final fallback when compressed textures are disabled.
This allows assets to ship as DDS-only without requiring duplicate PNG/TGA for every texture.
Fixes#583.
Some custom maps apparently need a larger value for MAX_PATCH_PLANES.
These snuck under the limit with original Q3 due to the vagaries of
floating point error/modern compilers/fastmath etc.. See issue #186.
* chore: upgrade Emscripten
I do not have a particular reason for this.
Just hoping that this might bring some performance improvement,
perhaps.
I have tested it, but I have not noticed a significant difference.
* 4.0.18 appears to be the latest now
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Co-authored-by: Jack Slater <903791+NuclearMonster@users.noreply.github.com>
Changes in ioq3, most notably in the OpenGL 2 renderer, have gradually
increased the mininum memory requirements, to the point where the
original value is too low for the Team Arena game, among other things,
so increase the minimum to match our (already increased) default. More
information in issue #816.
Com_Filter uses a limited sort of proto-regex syntax including a
character class like construct, but prior to this change these did not
work if preceded by a * glob.