Currently only for gl/glsl/vulkan. However, rather than futzing with
con_width and con_height (and trying to guess good values), con_scale
(currently an integer) gives consistent pixel scaling regardless of
window size.
Well, sort of: it's still really in the renderer, but now calling
R_AddEfrags automatically updates the visibility structure as necessary,
and deleting an entity cleans up the efrags automatically. I wanted this
over twenty years ago.
While an entity with a null registry is null regardless of the id,
setting the id to nullent is useful for other purposes.
Fixes the disappearing brush models in the vulkan renderer (it uses
entity id + 1 for indexing), and prevents similar issues in the future.
The common idiom for self init (below) causes a double-call when
compiling with --advanced, resulting in an incorrect retain count.
if (!(self = [super init])) {
return nil;
}
The support for the new vector types broke compiling code using
--advanced. Thus it's necessary to ensure vector constants are
float-type and vec3 and vec4 are treated as vector and quaternion, which
meant resurrecting the old vector expression code for v6p progs.
Calling CL_NetUpdate while not active (or more importantly, while not
connected) results in a buffer write error (Sys_Error). Active was
chosen because that's how the old sbar code worked, and it seems
reasonable to stick with it rather than requesting pings etc during the
connect process.
This fixes maplist showing only those maps in the user directory.
However, no checking is done for duplicate files due to earlier search
paths overriding later paths.
This involved disabling sigils for hipnotic and rogue (not used),
adjusting the number of items views, and moving the two keys views for
hipnotic. Rogue is not yet using the correct status bar pics.
The functionality of the hipnotic and rogue weapon power-ups is now done
by a various mappings instead of separate functions. In theory, this
should make things more flexible, but most importantly, there's a lot
less code duplication.
Sigils can't be flashed as they don't have any animations provided, and
they're not normally as critical. I don't know why items weren't
flashed, but since the pics are there, might as well use them (and the
flashing keys do look pretty good).
When values are bit masks, they're much easier to read when expressed as
a shift than as a raw decimal number, especially when knowing the index
of the bit is important.
I think this makes the purpose of the functions more clear and makes the
protocol logic less dependent on the meaning of some of the updates.
Most of the update functions are not fully implemented yet.
I had forgotten that the cl structs in nq and qw were different layouts,
which resulted in qw's sbar/hud being quite broken. Rather than messing
with the structs, I decided it would be far better in the long run to
clean up sbar's access to the cl struct and the few other nq/qw specific
globals it used. There are still plenty of bugs to fix, but now almost
everything is in the one place.
The first scoreboard entry not showing was due to it being deleted
immediately because unused fragsort array entries had a valid player
index (0 in this case) and thus the unused view removal code was
removing views it should not.
Nicely, all the data is already sort-of available (ping and pl will be
interesting, and I need to double-check uid), but once I get some issues
with the first entry not working, I'll be able to "merge" sbar and
concentrate on rogue and hipnotic.
Because demoplayback seen by the shared client code is in viewstate and
that's in cl, it gets set to 0 when connecting, thus the network icon
while playing demos.
With the hierarchy code fixed for intra-hierarchy parenting, there's no
longer any need to first pull the sub-hierarchy out of the main
hierarchy before changing the parent, resulting in less memory churn.
In the end, it was removal of the old entries that corrupted the parent
indices. Very nicely, most of the fixes involved removing code. Taking
advantage of the ECS to debug the hierarchies was fun, and the resulting
colorized entity names helped no end.
Even 37 objects is a lot, but it's a whole lot better than 180. Most
importantly, it reproduces the problem, which seems to be not all parent
indices getting updated. The child indices seem to be working nice, as
do the reference object indices (ie, the entity components). I suspect
its the parent indices getting corrupted that cause problems on the
second switch of the hud/sbar cvar as the parent indices are used to
find the child indices that need to be updated.
This improves the behavior of hierarchies when self-inserting, but nq's
sbar still crashes when trying to do so. However, its tree is a fair bit
more complex than the test case (that does pass now), so I need to try
to replicate the important parts of the tree with fewer objects (180 is
too many to work with).
As expected, reparenting a sub-hierarchy such that it (and possibly its
children) move up the arrays fails (this is why sbar needs to first
remove the sub-hierarchy then insert it).
Since test_build_hierarchy2 already tested removal of a sub-hierarchy
(once fixed), it seems test_build_hierarchy3 testing parenting within
the same hierarchy would be a good idea. Reparenting such that
everything moves to later in the arrays works nicely (not very
surprising).
Setting the parent to another object in the same hierarchy still causes
a segfault (worked around for now), but the mangled views were caused by
View_UpdateHierarchy not being called prior to the first call to
set_hud_sbar (why, though? I suspect something to do with oldlen). And
ECS_SortComponentPool finally gets used to ensure the sbar panels are
behind the info pics.
Its updates to the various indices were out, but this was missed due to
the tests being wrong. I wonder if I got interrupted while working on
them last and just assumed the removals were correct. This improves
sbar's behavior, but it's still wrong when pulling the armory view out
of the inventory. Very unsure what's going on, but the various indices
look ok, as do the view positions.
Ugh, things were quite bad, it turns out. It seems a lot of trouble
would have been saved if these tests had worked (however, something is
still not quite right as views are out of place).