Zack Middleton
Zack Middleton
skyFogVars allow having exponential fog on the sky. (Last parsed skyFogVars effects all sky shaders.) surfaceFogVars would all setting per-shader fog vars (exp and linear). Useful for having multiple fogged...
Add support for using background music in shader waveforms and via cgame system call. So shader could flash to the music, speaker could expand to the music, etc. Idea conceived...
Something similar to Valve's $jigglebones? Long anime-style hair needs to move and sway. This can probably do in cgame after IQM single model player support. Edit: Dropped ideas. Let's not...
Maybe do something like this https://github.com/inolen/ioq3/commit/c65915a91aa796744425edd3e4b05f644ffc690c ? (make a list of all functions to call with an argument, then run some until reach a certain time lapse) Need to refresh...
Possibly using [TheoraPlay](http://www.icculus.org/theoraplay).
Show gamepad specific button names for Ouya and Gamestick controls in controls menu. Probably do it in trap_Key_KeynumToStringBuf. Ouya guidelines require this. [link](https://devs.ouya.tv/developers/docs/interface-guidelines)
Add cvar to scale down and center the menus/HUD? Should do in the cgame/ui VM code. Ouya docs say 10% gap between UI and edge of screen. [link](https://devs.ouya.tv/developers/docs/interface-guidelines)
In Quake3's botlib's BotInitInfoEntities, target_location and info_camp are loaded and stored in dynamic memory. Spearmint moves that function to game VM and uses gentities directly for target_location, which are used...
r_useGlFog 1 is intended to use OpenGL fog instead of software fog. Maybe performance using GL fog will be better for some hardware? It is based on code from RTCW's...
Should be added as part of profile system, see issue #18.