qbsp: remove -transsky flag which was broken
unknown what it was useful for
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aa3b8479b4
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275695a37c
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@ -419,7 +419,7 @@ public:
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}
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bool portal_can_see_through(
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const contentflags_t &contents0, const contentflags_t &contents1, bool transwater, bool transsky) const override
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const contentflags_t &contents0, const contentflags_t &contents1, bool transwater) const override
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{
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contents_int_t bits_a = contents0.flags;
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contents_int_t bits_b = contents1.flags;
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@ -1171,7 +1171,7 @@ struct gamedef_q2_t : public gamedef_t
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}
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bool portal_can_see_through(
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const contentflags_t &contents0, const contentflags_t &contents1, bool, bool) const override
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const contentflags_t &contents0, const contentflags_t &contents1, bool) const override
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{
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contents_int_t c0 = contents0.flags, c1 = contents1.flags;
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@ -135,10 +135,6 @@ Options
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Computes portal information for opaque water
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.. option:: -transsky
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Computes portal information for transparent sky
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.. option:: -oldaxis
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Use the original QBSP texture alignment algorithm. Enabled by default.
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@ -400,7 +400,7 @@ struct gamedef_t
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virtual bool contents_are_valid(const contentflags_t &contents, bool strict = true) const = 0;
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virtual int32_t contents_from_string(const std::string_view &str) const = 0;
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virtual bool portal_can_see_through(
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const contentflags_t &contents0, const contentflags_t &contents1, bool transwater, bool transsky) const = 0;
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const contentflags_t &contents0, const contentflags_t &contents1, bool transwater) const = 0;
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virtual bool contents_seals_map(const contentflags_t &contents) const = 0;
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virtual bool contents_are_opaque(const contentflags_t &contents, bool transwater) const = 0;
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enum class remap_type_t
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@ -186,7 +186,6 @@ public:
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setting_bool splitturb;
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setting_redirect splitspecial;
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setting_invertible_bool transwater;
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setting_bool transsky;
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setting_bool notextures;
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setting_bool missing_textures_as_zero_size;
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setting_enum<conversion_t> convertmapformat;
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@ -72,7 +72,7 @@ bool Portal_VisFlood(const portal_t *p)
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// Check per-game visibility
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return qbsp_options.target_game->portal_can_see_through(
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contents0, contents1, qbsp_options.transwater.value(), qbsp_options.transsky.value());
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contents0, contents1, qbsp_options.transwater.value());
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}
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/*
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@ -478,7 +478,6 @@ qbsp_settings::qbsp_settings()
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splitspecial{this, "splitspecial", {&splitsky, &splitturb}, &debugging_group,
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"doesn't combine sky and water faces into one large face (splitturb + splitsky)"},
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transwater{this, "transwater", true, &common_format_group, "compute portal information for transparent water"},
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transsky{this, "transsky", false, &map_development_group, "compute portal information for transparent sky"},
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notextures{this, "notex", false, &common_format_group,
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"write only placeholder textures to depend upon replacements, keep file sizes down, or to skirt copyrights"},
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missing_textures_as_zero_size{this, "missing_textures_as_zero_size", false, &common_format_group,
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@ -105,7 +105,7 @@ TEST_SUITE("common")
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CHECK(solid_empty_cluster.is_any_detail(game));
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// check portal_can_see_through
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CHECK(!game->portal_can_see_through(empty, solid_detail, true, true));
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CHECK(!game->portal_can_see_through(empty, solid_detail, true));
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}
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}
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}
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@ -509,10 +509,10 @@ TEST_SUITE("mathlib")
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*/
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TEST_CASE("options_reset1" * doctest::test_suite("testmaps_q1"))
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{
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LoadTestmap("qbsp_simple_sealed.map", {"-transsky"});
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LoadTestmap("qbsp_simple_sealed.map", {"-noskip"});
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CHECK_FALSE(qbsp_options.forcegoodtree.value());
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CHECK(qbsp_options.transsky.value());
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CHECK(qbsp_options.noskip.value());
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}
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TEST_CASE("options_reset2" * doctest::test_suite("testmaps_q1"))
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@ -520,7 +520,7 @@ TEST_CASE("options_reset2" * doctest::test_suite("testmaps_q1"))
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LoadTestmap("qbsp_simple_sealed.map", {"-forcegoodtree"});
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CHECK(qbsp_options.forcegoodtree.value());
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CHECK_FALSE(qbsp_options.transsky.value());
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CHECK_FALSE(qbsp_options.noskip.value());
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}
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/**
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