Don't draw view weapon when zooming with scope.

git-svn-id: svn://svn.icculus.org/alienarena/trunk@3792 05fc5d3f-ce2a-0410-9b80-abac23765f80
Alt-fire for disruptor disabled for all instagib modes.

git-svn-id: svn://svn.icculus.org/alienarena/trunk@3793 05fc5d3f-ce2a-0410-9b80-abac23765f80
Finished human turret model.

git-svn-id: svn://svn.icculus.org/alienarena/trunk@3794 05fc5d3f-ce2a-0410-9b80-abac23765f80


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3795 05fc5d3f-ce2a-0410-9b80-abac23765f80
Rounded base of human turret a bit.

git-svn-id: svn://svn.icculus.org/alienarena/trunk@3796 05fc5d3f-ce2a-0410-9b80-abac23765f80
Added stats parser perl script - L`Emmerdeur

git-svn-id: svn://svn.icculus.org/alienarena/trunk@3797 05fc5d3f-ce2a-0410-9b80-abac23765f80
Fix crashing bug in ResetLevel in g_main.c.


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3798 05fc5d3f-ce2a-0410-9b80-abac23765f80
Enable the vector macros to take more complex expressions as arguments.


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3799 05fc5d3f-ce2a-0410-9b80-abac23765f80
No longer need the #version 120 header at the beginning of each GLSL shader.
It's now applied for all shaders by R_LoadGLSLProgram.


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3800 05fc5d3f-ce2a-0410-9b80-abac23765f80
Remove mention of gl_glsl_shaders from r_surf.c


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3801 05fc5d3f-ce2a-0410-9b80-abac23765f80
Simplify VBO management and CPU skeletal animation for IQM.


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3802 05fc5d3f-ce2a-0410-9b80-abac23765f80
Add a vertex-only version of the mesh GLSL shader (not used anywhere yet.)
It uses the same GLSL source code but does not link in the fragment shader.


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3803 05fc5d3f-ce2a-0410-9b80-abac23765f80
added FIGHT parsing and clarified how to run in POD

git-svn-id: svn://svn.icculus.org/alienarena/trunk@3804 05fc5d3f-ce2a-0410-9b80-abac23765f80
Cleanup of pre OGL2.1 fallbacks, part 1:
* Game will now refuse to start if it can't find GLSL and VBO OpenGL
  extensions. Get rid of corresponding cvars from the game, menu, and
  graphical preset cfgs.
* Use the new vertex-shader-only GLSL program for IQM and MD2 if gl_normalmaps
  is set to 0. This should result in visually identical results to the old 
  fixed-function code, but will often be much faster. 
* Rscript code now always loads normalmap textures for meshes, meaning
  gl_normalmaps no longer requires a vid_restart to apply.
* IQM VArray-building loops and CPU skeletal animation code are all gone now.
* Fix a few more undefined GL_TexEnv and GL_Bind calls that came up as a
  result of the other changes.

Total savings so far: 513 lines.

I've played at least one game on each of the graphical presets, and everything
seems to work, but this commit is a high risk for regressions.

Known bugs:
* Shell effects don't render in color on IQM meshes with gl_normalmaps 0.
* Strange colors on ragdolls with gl_normalmaps 0.



git-svn-id: svn://svn.icculus.org/alienarena/trunk@3805 05fc5d3f-ce2a-0410-9b80-abac23765f80
clarify comment


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3806 05fc5d3f-ce2a-0410-9b80-abac23765f80
Fix another undefined GL_Bind in the IQM renderer.


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3807 05fc5d3f-ce2a-0410-9b80-abac23765f80
Add a few more necessary GL_SelectTexture calls.
Can now make it through my favorite test demo without any undefined TMU
warnings.


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3808 05fc5d3f-ce2a-0410-9b80-abac23765f80
Potential fix for Irritant's bug.


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3809 05fc5d3f-ce2a-0410-9b80-abac23765f80
Split the MD2 VBO building code into its own functions.


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3810 05fc5d3f-ce2a-0410-9b80-abac23765f80
Use constants instead of magic numbers for GLSL vertex attributes indexes.


git-svn-id: svn://svn.icculus.org/alienarena/trunk@3811 05fc5d3f-ce2a-0410-9b80-abac23765f80