Line-ending fixes for most of the remaining files.

Fixes line-endings for files with extensions vcd, cc, txt, bat, fxc, inc, lst,
proto, mak, mm, cfg, res, rc, def, vmt, vsh, vbsp, inl, asm, m4, vcproj,
vcxproj, sln, in, java, la, manifest, am, and rad.

Also fixes README, CONTRIBUTING, CONTRIBUTORS, LICENSE, CHANGES, COPYING, and
gitignore.

Finally, fixes executable bits.
This commit is contained in:
Jørgen P. Tjernø
2013-12-03 10:39:23 -08:00
parent 30064a1977
commit b5dc4a8543
5745 changed files with 1504984 additions and 1504956 deletions

View File

@@ -1,66 +1,66 @@
// -----------------------------------------------------------------
// JAY:
//
DONE: Fix tools for HL2/TF2 coordinate space
DONE: Load textures from Half-Life .WADs
DONE: Write out Q2 texture format (not miptex)
DONE: Write test map viewer
DONE: Test detail brushes
DONE: view portals to test
NOT DOING:Write out HL style collision trees
DONE: new engine loader
DONE: new vis in HL2 engine - looks simple now
DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably
DONE: Integrate Ken's qrad code into qrad3
DONE: add area portal visibility to HL2 engine
DONE: write area portal entities for HL2/TF2
DONE: test area portal code
Split clusters for outdoor vis
// -----------------------------------------------------------------
QBSP3 Chop is based on recursive subdivision.
- Force natural alignment of some sort to eliminate slivers where brushes meet ?
Use Q2 style ladder indicator? yes
Use Q2 style friction indicator? probably or not if physics based
// -----------------------------------------------------------------
// CHARLIE:
//
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
the prototype is done, the checked in .exe does not have displacement map functionality
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
DONE: add displacement map structure
DONE: add displacement face structure
DONE: change face/side structures to accept displacement texinfo and displacement face indices
DONE: change .map loader to parse displacment map info
DONE: don't allow merge or subdivision of displacement faces
DONE: when splitting brushes, the new generated side get initialized to -1
DONE: add find displacement face functionality, then create it if not found
DONE: add find displacement map functionality, then create it if not found
DONE: initialize the displacement data before loading the .map file
initialize the face data with dispface and dispmap = -1, is this necessary????
DONE: copy from bsp tool face to bsp file face -- the displacement info
DONE: add/copy lumps
DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
DONE: write .bsp data out
DONE: add displacement data to .bsp statistics -- print file
Test maps:
DONE: map where disp face gets split by block node
DONE: map where disp face attempts merge/split
DONE: map with texture disp face
DONE: map with lots of disp faces
DONE: map with multiple disp faces referencing one map
DONE: map with multiple disp faces on one brush
DONE: map with multiple disp faces on one brush referencing one map
DONE: map with funky texture split encased on one portal
// -----------------------------------------------------------------
// JAY:
//
DONE: Fix tools for HL2/TF2 coordinate space
DONE: Load textures from Half-Life .WADs
DONE: Write out Q2 texture format (not miptex)
DONE: Write test map viewer
DONE: Test detail brushes
DONE: view portals to test
NOT DOING:Write out HL style collision trees
DONE: new engine loader
DONE: new vis in HL2 engine - looks simple now
DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably
DONE: Integrate Ken's qrad code into qrad3
DONE: add area portal visibility to HL2 engine
DONE: write area portal entities for HL2/TF2
DONE: test area portal code
Split clusters for outdoor vis
// -----------------------------------------------------------------
QBSP3 Chop is based on recursive subdivision.
- Force natural alignment of some sort to eliminate slivers where brushes meet ?
Use Q2 style ladder indicator? yes
Use Q2 style friction indicator? probably or not if physics based
// -----------------------------------------------------------------
// CHARLIE:
//
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
the prototype is done, the checked in .exe does not have displacement map functionality
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
DONE: add displacement map structure
DONE: add displacement face structure
DONE: change face/side structures to accept displacement texinfo and displacement face indices
DONE: change .map loader to parse displacment map info
DONE: don't allow merge or subdivision of displacement faces
DONE: when splitting brushes, the new generated side get initialized to -1
DONE: add find displacement face functionality, then create it if not found
DONE: add find displacement map functionality, then create it if not found
DONE: initialize the displacement data before loading the .map file
initialize the face data with dispface and dispmap = -1, is this necessary????
DONE: copy from bsp tool face to bsp file face -- the displacement info
DONE: add/copy lumps
DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
DONE: write .bsp data out
DONE: add displacement data to .bsp statistics -- print file
Test maps:
DONE: map where disp face gets split by block node
DONE: map where disp face attempts merge/split
DONE: map with texture disp face
DONE: map with lots of disp faces
DONE: map with multiple disp faces referencing one map
DONE: map with multiple disp faces on one brush
DONE: map with multiple disp faces on one brush referencing one map
DONE: map with funky texture split encased on one portal
//------------------------------------------------------------------