This means that you can just disable vsync and set host_maxfps to 0 for uncapped framerates without any new physics issues.
Note that this commit does not fix bf flashes.
This is a subset of csqc, with alternative entry points that can be invoked by compat wrappers.
Also added sv_gameplayfix_setmodelrealbox cvar. Default value of 1 matches QuakeSpasm, whereas a value of 0 matches vanilla quake's behaviour.
md3 support
quoth/etc bug fix
strzone bug fix
png/jpg replacement wall textures
rewrote mdl rendering to always use arrays, relaxing vertex+tri limits.
removed static ents limit
fixed ambient_level not working at high framerates.
seems like a typo in original quake source.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1561 af15c1b1-3010-417e-b628-4374ebc0bcbd
Refactor printing of QUAKESPASM_VERSION/QUAKESPASM_VER_PATCH to use a new
QUAKESPASM_VER_STRING macro.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1408 af15c1b1-3010-417e-b628-4374ebc0bcbd
because EDICT_NUM() does it already. also move ent->free=false
statement to partial zero-fill case.
Host_ClearMemory(): remove check before free(sv.edicts)
SV_Init(): initialize sv.edicts to NULL (just paranoia)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1319 af15c1b1-3010-417e-b628-4374ebc0bcbd
Previously we were Hunk_Alloc'ing space for 8192 edicts (by default) which zeros all of that memory, this way we only use as much RAM as needed since the unuesd pages aren't dirtied
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1286 af15c1b1-3010-417e-b628-4374ebc0bcbd
Some measurements on the size of the sv.edicts hunk allocation, with this change, on various mods (it depends on the number of QC entity fields):
id1 7MB, quoth 11 MB, arcadim 21 MB, rrp 9MB, ne_ruins 16MB.
Since this is a Hunk_Alloc, the whole 10-20MB is cleared to zero which will allocate that much physical ram.
We could probably change it to a malloc later, and not clear the memory, so physical ram is only allocated when the memory is cleared in ED_Alloc.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1278 af15c1b1-3010-417e-b628-4374ebc0bcbd
Have heard these are confusing players and mappers/modders; people assume there is an error or a limit in QS is exceeded, but the messages are only about exceeding the limits in vanilla WinQuake/GLQuake.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1211 af15c1b1-3010-417e-b628-4374ebc0bcbd