From 53e78c503e6e9c7d15e2eefc480755fe37dd7077 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Thu, 15 May 2014 13:59:18 -0700 Subject: General: * Upgraded Steamworks SDK to v1.29 * Fixed mod compatibility problem with Multiplayer Base that was introduced in September. * In Hammer, while using the Vertex Tool, pressing CTRL+B will snap selected vertices to the grid. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Virtual Reality: * Mods that support virtual reality now need to have a line in gameinfo.txt that says “supportsvr 1”. This indicates to gameui and engine that certain UI should be enabled. * VR-enabled mods will now start up in VR mode when launched from Steam’s VR mode. Windows: * Upgraded to Visual Studio 2013. If you need to build projects for VS 2010, add /2010 to your VPC command line. OSX: * Upgraded to XCode 5. --- mp/src/game/client/viewrender.cpp | 18 +++++++++++------- 1 file changed, 11 insertions(+), 7 deletions(-) (limited to 'mp/src/game/client/viewrender.cpp') diff --git a/mp/src/game/client/viewrender.cpp b/mp/src/game/client/viewrender.cpp index a9ef4eb8..a629071b 100644 --- a/mp/src/game/client/viewrender.cpp +++ b/mp/src/game/client/viewrender.cpp @@ -2248,7 +2248,7 @@ void CViewRender::RenderView( const CViewSetup &view, int nClearFlags, int whatT // let vgui know where to render stuff for the forced-to-framebuffer panels if( UseVR() ) { - vgui::surface()->SetFullscreenViewportAndRenderTarget( viewFramebufferX, viewFramebufferY, viewFramebufferWidth, viewFramebufferHeight, saveRenderTarget ); + g_pMatSystemSurface->SetFullscreenViewportAndRenderTarget( viewFramebufferX, viewFramebufferY, viewFramebufferWidth, viewFramebufferHeight, saveRenderTarget ); } // clear the render target if we need to @@ -3885,7 +3885,7 @@ static void DrawOpaqueRenderables_DrawStaticProps( CClientRenderablesList::CEntr for( CClientRenderablesList::CEntry *itEntity = pEntitiesBegin; itEntity < pEntitiesEnd; ++ itEntity ) { if ( itEntity->m_pRenderable ) - NULL; + /**/; else continue; @@ -3935,7 +3935,7 @@ void CRendering3dView::DrawOpaqueRenderables( ERenderDepthMode DepthMode ) RopeManager()->ResetRenderCache(); g_pParticleSystemMgr->ResetRenderCache(); - bool const bDrawopaquestaticpropslast = r_drawopaquestaticpropslast.GetBool(); + //bool const bDrawopaquestaticpropslast = r_drawopaquestaticpropslast.GetBool(); // @@ -4101,16 +4101,20 @@ void CRendering3dView::DrawOpaqueRenderables( ERenderDepthMode DepthMode ) for ( int bucket = 0; bucket < RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS; ++ bucket ) { - if ( bDrawopaquestaticpropslast ) + // PVS-Studio pointed out that the two sides of the if/else were identical. Fixing + // this long-broken behavior would change rendering, so I fixed the code but + // commented out the new behavior. Uncomment the if statement and else block + // when needed. + //if ( bDrawopaquestaticpropslast ) { DrawOpaqueRenderables_Range( pEnts[bucket][0], pEnts[bucket][1], DepthMode ); DrawOpaqueRenderables_DrawStaticProps( pProps[bucket][0], pProps[bucket][1], DepthMode ); } - else + /*else { - DrawOpaqueRenderables_Range( pEnts[bucket][0], pEnts[bucket][1], DepthMode ); DrawOpaqueRenderables_DrawStaticProps( pProps[bucket][0], pProps[bucket][1], DepthMode ); - } + DrawOpaqueRenderables_Range( pEnts[bucket][0], pEnts[bucket][1], DepthMode ); + }*/ } -- cgit v1.2.3