I never liked it, but with C2x coming out, it's best to handle bools
properly. I haven't gone through all the uses of int as bool (I'll leave
that for fixing when I encounter them), but this gets QF working with
both c2x (really, gnu2x because of raw strings).
This replaces *_NewMap with *_NewScene and adds SCR_NewScene to handle
loading a new map (for quake) in the renderer, and will eventually be
how any new scene is loaded.
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
The more advanced modes are rather broken (continuous spinning), but
they may have been for a while. The bulk of the various changes were due
to renaming viewstate's origin and angles to make their meaning more
explicit.
It now takes a context pointer (opaque data) that holds the buffers it
uses for the temporary strings. If the context pointer is null, a static
context is used (making those uses of va NOT thread-safe). Most calls to
va use the static context, but all such calls have been formatted
consistently so they are easy to find when it comes time to do a full
audit.
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.
The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.
Most of the old Makefile.am files are now Makemodule.am. This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases). The current remaining Makefile.am files are for
standalone sub-projects.a
The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.
While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
Most of the guts of configure.ac have been moved to config.d and are then
brought in by m4_include. This will make maintaining configure.ac much easier.
Also drop use of PROGRAM and VERSION, using PACKAGE_NAME, PACKAGE_VERSION, and
on occasion, PACKAGE_STRING instead, and clean out some old files we no longer
need.
cache the value.
don't call Qopen directly in the engine. instead call QFS_Open (generic) or
QFS_WOpen (write only, zip flag).
rework QFS_NextFilename to use a dstring (avoiding a potential buffer
overflow), support 10000 files and work from the top-level fs_userpath
directory. adjust QFS_WriteFile and QFS_WriteBuffers etc to suit.
make sw32 screenshots actually get written.
hopefully everything gets written to the right places :)
The player global branch variable is now updated with useful information
and the location.get builtin is available to return the current location
of the player based on loc files. Fixed a bug with zooming out in zoom.gib.
user explicitly enables it - I don't want people running around with this
on and them not knowing it exists nor how to disable it.
Timothy C. McGrath
(Misty-chan)
like normal, f_skins reports the average percent fullbright for all loaded
skins, and f_skins skinname reports the fullbright percent for a signle
skin. cl_freply controls the time in seconds before another query can be
made. Set it to 0 to disable them. More queries will be added later.
The table for accessing special characters from the console has been
tweaked a bit. Expect it to get tweaked more in the future.