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https://github.com/nillerusr/source-engine.git
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engine: fix black screen in changelevel
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e392686d3c
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@ -1816,14 +1816,14 @@ void CClientState::FinishSignonState_New()
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//
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// This is pretty janky, but doesn't really have any cost (and even makes our one-frozen-frame load screen slightly
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// less likely to trigger OS "not responding" warnings)
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// extern void V_RenderVGuiOnly();
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// V_RenderVGuiOnly();
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extern void V_RenderSwapBuffers();
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V_RenderSwapBuffers();
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// Before we do anything with the whitelist, make sure we have the proper map pack mounted
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// this will load the .bsp by setting the world model the string list at the hardcoded index 1.
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cl.SetModel( 1 );
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//V_RenderVGuiOnly();
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V_RenderSwapBuffers();
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// Check for a new whitelist. It's good to do it early in the connection process here because if we wait until later,
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// the client may have loaded some files w/o the proper whitelist restrictions and we'd have to reload them.
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@ -956,13 +956,13 @@ void EnableHDR( bool bEnable )
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/// ancient bugs, hence the kill switch.
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bool bUpdateOffline = mod_offline_hdr_switch.GetBool();
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#ifndef DEDICATED
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extern void V_RenderVGuiOnly();
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extern void V_RenderSwapBuffers();
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#endif
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if ( bUpdateOffline )
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{
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#ifndef DEDICATED
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V_RenderVGuiOnly();
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V_RenderSwapBuffers();
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#endif
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materials->ReleaseResources();
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}
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@ -986,7 +986,7 @@ void EnableHDR( bool bEnable )
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#ifndef DEDICATED
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if ( bUpdateOffline )
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{
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V_RenderVGuiOnly();
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V_RenderSwapBuffers();
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}
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#endif
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}
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@ -171,6 +171,18 @@ void V_RenderVGuiOnly( void )
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Shader_SwapBuffers();
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}
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void V_RenderSwapBuffers( void )
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{
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materials->BeginFrame( host_frametime );
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g_EngineRenderer->FrameBegin();
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UpdateMaterialSystemConfig();
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g_EngineRenderer->FrameEnd( );
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materials->EndFrame();
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Shader_SwapBuffers();
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}
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void FullViewColorAdjustment( )
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{
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