| Age | Commit message (Collapse) | Author |
|
|
|
|
|
checking
|
|
|
|
|
|
|
|
cputhrottle otherwise
|
|
|
|
Problem:
If there is a new draw call, it is checked if there is enough free memory for the vertices in the databuffer but not if we have enough free space in the commandbuffer to add the command
So we lose some commands during a frame cuz the commandbuffer is full
This fixes the 2nd part of issue 1004
|
|
Speed up for displaying debugtext and envelopepreview
(This reduces the performance hit especially for the 'Show Info' mode in the editor)
Conflicts:
src/engine/client/client.cpp
src/game/editor/editor.cpp
src/game/editor/editor.h
|
|
|
|
Conflicts:
src/engine/client/graphics_threaded.cpp
|
|
|
|
|
|
|
|
|
|
|
|
Conflicts:
src/game/server/gamemodes/ctf.cpp
src/game/server/gamemodes/ctf.h
|
|
Fix Input Handling
|
|
|
|
This might become handy for users with multiple monitors,
might resolve other issues aswell
|
|
|
|
|
|
when using a bindaddr. Closes #940
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Threadedflip
|
|
|
|
|
|
error on windows
|
|
transfers the gl context to the render thread
|
|
|
|
|
|
|
|
|