qbsp: remove -transsky flag which was broken

unknown what it was useful for
This commit is contained in:
Eric Wasylishen 2024-03-09 22:07:55 -07:00
parent aa3b8479b4
commit 275695a37c
8 changed files with 8 additions and 14 deletions

View File

@ -419,7 +419,7 @@ public:
}
bool portal_can_see_through(
const contentflags_t &contents0, const contentflags_t &contents1, bool transwater, bool transsky) const override
const contentflags_t &contents0, const contentflags_t &contents1, bool transwater) const override
{
contents_int_t bits_a = contents0.flags;
contents_int_t bits_b = contents1.flags;
@ -1171,7 +1171,7 @@ struct gamedef_q2_t : public gamedef_t
}
bool portal_can_see_through(
const contentflags_t &contents0, const contentflags_t &contents1, bool, bool) const override
const contentflags_t &contents0, const contentflags_t &contents1, bool) const override
{
contents_int_t c0 = contents0.flags, c1 = contents1.flags;

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@ -135,10 +135,6 @@ Options
Computes portal information for opaque water
.. option:: -transsky
Computes portal information for transparent sky
.. option:: -oldaxis
Use the original QBSP texture alignment algorithm. Enabled by default.

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@ -400,7 +400,7 @@ struct gamedef_t
virtual bool contents_are_valid(const contentflags_t &contents, bool strict = true) const = 0;
virtual int32_t contents_from_string(const std::string_view &str) const = 0;
virtual bool portal_can_see_through(
const contentflags_t &contents0, const contentflags_t &contents1, bool transwater, bool transsky) const = 0;
const contentflags_t &contents0, const contentflags_t &contents1, bool transwater) const = 0;
virtual bool contents_seals_map(const contentflags_t &contents) const = 0;
virtual bool contents_are_opaque(const contentflags_t &contents, bool transwater) const = 0;
enum class remap_type_t

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@ -186,7 +186,6 @@ public:
setting_bool splitturb;
setting_redirect splitspecial;
setting_invertible_bool transwater;
setting_bool transsky;
setting_bool notextures;
setting_bool missing_textures_as_zero_size;
setting_enum<conversion_t> convertmapformat;

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@ -72,7 +72,7 @@ bool Portal_VisFlood(const portal_t *p)
// Check per-game visibility
return qbsp_options.target_game->portal_can_see_through(
contents0, contents1, qbsp_options.transwater.value(), qbsp_options.transsky.value());
contents0, contents1, qbsp_options.transwater.value());
}
/*

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@ -478,7 +478,6 @@ qbsp_settings::qbsp_settings()
splitspecial{this, "splitspecial", {&splitsky, &splitturb}, &debugging_group,
"doesn't combine sky and water faces into one large face (splitturb + splitsky)"},
transwater{this, "transwater", true, &common_format_group, "compute portal information for transparent water"},
transsky{this, "transsky", false, &map_development_group, "compute portal information for transparent sky"},
notextures{this, "notex", false, &common_format_group,
"write only placeholder textures to depend upon replacements, keep file sizes down, or to skirt copyrights"},
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")
CHECK(solid_empty_cluster.is_any_detail(game));
// check portal_can_see_through
CHECK(!game->portal_can_see_through(empty, solid_detail, true, true));
CHECK(!game->portal_can_see_through(empty, solid_detail, true));
}
}
}

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@ -509,10 +509,10 @@ TEST_SUITE("mathlib")
*/
TEST_CASE("options_reset1" * doctest::test_suite("testmaps_q1"))
{
LoadTestmap("qbsp_simple_sealed.map", {"-transsky"});
LoadTestmap("qbsp_simple_sealed.map", {"-noskip"});
CHECK_FALSE(qbsp_options.forcegoodtree.value());
CHECK(qbsp_options.transsky.value());
CHECK(qbsp_options.noskip.value());
}
TEST_CASE("options_reset2" * doctest::test_suite("testmaps_q1"))
@ -520,7 +520,7 @@ TEST_CASE("options_reset2" * doctest::test_suite("testmaps_q1"))
LoadTestmap("qbsp_simple_sealed.map", {"-forcegoodtree"});
CHECK(qbsp_options.forcegoodtree.value());
CHECK_FALSE(qbsp_options.transsky.value());
CHECK_FALSE(qbsp_options.noskip.value());
}
/**