A number of people have said they have sensory issues caused by the
ripple effects from water and heat. This turns off those effects
when reducevfx is on.
It may be a better idea for this to be a separate option, but it's
a starting point we can build upon later.
In the rare case where kernel thread scheduling causes hitching issues
(SteamOS?), there should be an option to dynamically toggle multithread
dispatch of plane drawing.
Two reasons:
- Makes it more straight-forward to add brightmaps to the non-power-of-two rendering functions.
- Made it easier to split off brightmap rendering. Hopefully improves performance, but I haven't thoroughly tested this.
Both X and Y offsets work on sky textures now. Old incorrect offset has been removed, so old skies lined up with the horizon special should be set to +16 Y offset.
- Avoid iterating displayplayers to find view number and
prefer R_GetViewNumber.
- Iterate over all matching displayplayers if necessary,
instead of stopping at the first match.
- Ensures that column drawer doesn't read out of bounds
the brightmap column.
- Refactored code in r_segs.cpp, so it checks
R_TextureHasBrightmap.
- Added comments for plane brightmaps and sprite
brightmaps, that these are still error-prone.