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* -globalflag <surfaceparm>: add surface flag to every bsp shader. Reusable, e.g. -globalflag slick -globalflag nodamage.
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@@ -140,6 +140,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
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<li><strong><code>-flares</code>:</strong> Turn on support for flares</li>
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<li><strong><code>-flat</code>:</strong> Enable flat shading (good for combining with -celshader)</li>
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<li><strong><code>-fulldetail</code>:</strong> Treat detail brushes as structural ones</li>
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<li><strong><code>-globalflag</code> surfaceparm:</strong> Add surface flag to every bsp shader. Reusable, e.g. -globalflag slick -globalflag nodamage.</li>
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<li><strong><code>-keeplights</code>:</strong> Keep light entities in the BSP file after compile</li>
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<li><strong><code>-keepmodels</code>:</strong> Keep misc_model entities in the BSP file after compile</li>
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<li><strong><code>-leaktest</code>:</strong> Abort if a leak was found</li>
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@@ -177,6 +177,7 @@ Q3map2:
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* generate shaders to force nomipmaps flag on external lightmap images created by lightstyles and external lms hacks
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* -nobrushsnap: disable brush vertices snapping (of drawsurfs) (experimental, keep eye on meta merge efficiency)
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* improved brush faces triangulation wrt degenerate triangles production (non -maxarea algorithm)
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* -globalflag <surfaceparm>: add surface flag to every bsp shader. Reusable, e.g. -globalflag slick -globalflag nodamage.
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@@ -867,6 +867,10 @@ int BSPMain( Args& args ){
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Sys_Printf( "No oBs!\n" );
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g_noob = true;
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}
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while ( args.takeArg( "-globalflag" ) ) {
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ApplySurfaceParm( args.takeNext(), nullptr, &g_globalSurfaceFlags, nullptr );
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Sys_Printf( "g_globalSurfaceFlags: 0x%.8X\n", g_globalSurfaceFlags );
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}
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while ( args.takeArg( "-autocaulk" ) ) {
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Sys_Printf( "\trunning in autocaulk mode\n" );
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g_autocaulk = true;
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@@ -101,6 +101,7 @@ static void HelpBsp()
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{"-flares", "Turn on support for flares"},
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{"-flat", "Enable flat shading (good for combining with -celshader)"},
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{"-fulldetail", "Treat detail brushes as structural ones"},
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{"-globalflag <surfaceparm>", "Add surface flag to every bsp shader. Reusable, e.g. -globalflag slick -globalflag nodamage."},
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{"-keeplights", "Keep light entities in the BSP file after compile"},
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{"-keepmodels", "Keep misc_model entities in the BSP file after compile"},
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{"-leaktest", "Abort if a leak was found"},
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@@ -1768,6 +1768,7 @@ inline float clipDepthGlobal = 2.0f;
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inline int metaAdequateScore = -1;
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inline int metaGoodScore = -1;
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inline bool g_noob;
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inline int g_globalSurfaceFlags;
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inline String64 globalCelShader;
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inline bool keepLights;
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inline bool keepModels;
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@@ -646,6 +646,7 @@ static void FinishShader( shaderInfo_t *si ){
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if( g_noob && !( si->compileFlags & C_OB ) ){
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ApplySurfaceParm( "noob", nullptr, &si->surfaceFlags, nullptr );
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}
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si->surfaceFlags |= g_globalSurfaceFlags;
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/* set to finished */
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si->finished = true;
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