- Added back the code to allow some variation to the players' shades when

players are on teams.
- Set TEAM_None back to 255. Since a player's team has already been accessible
  through ACS, needlessly redefining this is a bad thing to do, since it can
  break existing maps. 255 different teams should still be more than enough.
- Fixed: At certain resolutions, there was a one pixel row between the status
  bar and the rest of the screen, thanks to rounding error.
- Added automatic batching of quads to D3DFB. Screens with a lot of text are
  ever-so-slightly faster now, though still only about half the speed of
  sofware-only text. I suppose the only way to see a marked improvement is
  going to be by stuffing multiple glyphs in a single texture.
- Fixed: Crosshairgrow's animation was not framerate-independent.


SVN r668 (trunk)
This commit is contained in:
Randy Heit 2008-01-06 04:03:33 +00:00
commit 51461aa010
10 changed files with 452 additions and 127 deletions

View file

@ -588,7 +588,7 @@ bool DCajunMaster::LoadBots ()
case BOTCFG_TEAM:
{
char teamstr[16];
unsigned int teamnum;
BYTE teamnum;
SC_MustGetString ();
if (IsNum (sc_String))