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Update master #13
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20.04 is no longer supported by azure.
This is half of a feature from Wolf:ET, but we don't have the sgame/cgame counterpart, and none of the maps made for Unvanquished/Tremulous appear to use it.
Impoves VS lane usage. The triangles are assigned to a grid with cell size dependent on map bounds. This allows fast merging without running out of memory.
Use a larger grid size for surfaces outside of the normal 64k range (background, skybrushes), to keep useable sizes for normal surfaces for culling.
refLightType_t and refLight_t are not used in IPC so they should not be in tr_types.h.
Some forward lighting junk.
The shadow code no longer produced any effect for a player shadow with 2 <= cg_shadows <= 6, regardless of r_realtimeLightingRenderer. The code was mostly designed for forward lighting anyway, which is being removed.
It still kinda worked but we don't want to maintain it. Fixes #747.
There was a stray pkgconfig in the list of required packages for one of the Windows platforms. pkgconfig only makes sense as a host-mode dependency. Also it crashes the compiler.
The build script for mingw sdl2 uses prebuilt binaries, but calls a makefile which only substitutes some hard-coded paths into some build config helpers and copies the files. Just copy the files ourselves and don't munge the configs: the unmunged cmake uses a relative path which is actually what we want. In newer SDL versions the makefile munges the cmake configs (in addition to the shell-based one) which breaks us.
In the cmake config files in lib/cmake, substitute .dll.a -> .lib when targeting MSVC.
We don't want the DLLs we build to depend on the MinGW standard library DLLs.
Building glew for windows-i686-mingw resulted in a link error about undefined strlen. This happend because setting CFLAGS.EXTRA on the Make command line clobbers some required flags. Pass the flags in a different way so they append rather than clobbering.
Get rid of the requirement to not use binding point 0 for UBOs explicitly.
Less useless API calls, though for lightMapping shader on entities, which uses the core renderer at all times, this is till not the case.
For RT_SPRITE entities the bounds are not valid and it would draw something using garbage data from a previous entity. Skip anything that is not RT_MODEL.
Sometimes I look directly at a door and its bbox is not shown. Looks like ent->cull is only used for IQM/MD5/MD3 models.
It was pointless since it was only read immediately after being written.
Rename r_showEntityTransforms to r_showEntityBounds and add a new option (2) for showing the culling bounding boxes as a solid translucent surface, in addition to the old wireframe option. This makes it easier to see when the model is poking out of the box.
Adds `GLStagingBuffer` and `GLBufferCopy()`. `GLStagingBuffer` allows setting buffer storage and map flags to 0 on the destination buffers, which pretty much guarantees that they will go into VRAM. The data is uploaded through mapping `stagingBuffer` and doing a copy of the data on the GPU.
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