Build 3963
SVN-
General
Makefile.common: disable -Wstrict-overflow.
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It didn't turn out that useful and was giving a warning with one of the preceding changes.
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General
Polymer/ART mapping: fix formula for globalvisibility.
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Also, very slightly tweak a factor toward a "brighter" (farther visible) scene overall to account for the "circular" nature of the fragment distance (as opposed to an "ortho" distance in Build).
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General
Retire global 'lastvisinc'.
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It was only ever used as upper bound to the time that a visibility change decays, but since it does that in an exponential fashion, there's really no point.
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General
Make vis decay with time independent of FPS, treat p->visibility<0 like 0.
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Now, if p->visibility differs from the constant visibility, the former converges toward the latter by three-quartering the difference each second totalclock increment (1/60th second). Negative player visibilities are not handled consistently throughout the different renderers, so make it look the same as 0 (can view to infinity).
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properly calc start/end fog dist for r_usenewshading=2, vis=0, shade>0
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So there's no "jump" from vis!=0 to vis=0 making the texture appear brighter.