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The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.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).
Something is funny with Ubuntu such that -ldl needs to be specifically
added even though QFutil's .la specifies it. I don't know if it's a libtool
issue or not, but this does work.
More will probably be necessary, but this was sufficient to get prover to
the point where qfcc segged building qwaq (0.7.2).
Really, when cl_nodelta is in effect (eg, .qwd demo recording and thus
playback). QW now uses the new shared entity state block as I'd intended.
Thanks to the cleanup of ghost entities (ie, entities that have been
removed but continue to be rendered), glsl overkill has gone from 157 to
163 fps :)
Still, nothing will work: no plugins are loaded and they're all broken
anyway.
glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
This has several benifits:
o The silly issue with alias model pitches being backwards is kept out
of the renderer (it's a quakec thing: entites do their pitch
backwards, but originally, only alias models were rotated. Hipnotic
did brush entity rotations in the correct direction).
o Angle to frame vector conversions are done only when the entity's
angles vector changes, rather than every frame. This avoids a lot of
unnecessary trig function calls.
o Once transformed, an entity's frame vectors are always available.
However, the vectors are left handed rather than right handed (ie,
forward/left/up instead of forward/right/up): just a matter of
watching the sign. This avoids even more trig calls (flag models in
qw).
o This paves the way for merging brush entity surface rendering with the
world model surface rendering (the actual goal of this patch).
o This also paves the way for using quaternions to represent entity
orientation, as that would be a protocol change.
The efrags system's usage of ent->visframe clashes with that of
CL_LinkPacketEntities. As the latter is rather bogus, and potentially
visible entities are always inserted into the map (causing ent->efrag to be
non-null), a null ent->efrag is a good indication that the entity is newly
visible.
While reading the code, I noticed the comment stating that qw projectiles
(nails) are really temp entities, so I decided to make that true. The
client now supports unlimited projectiles.
done and playerinfo is now written at the proper time, fixing the
"lagged dlights" issue (as Spike puts it:). Hack to fix broken mvds removed
as it should no longer be needed if everybody fixes their mvd servers :)
for) and "fix" the wayward dlights in mvds: caused by svc_muzzleflash being
written before the player updates. Should probably fix properly that in the
server too.