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The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.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).
The search for these files will stop in the vpath that contains the .bsp
file to which they belong. This will prevent problems with
id1/maps/start.lit being used for shadows/maps/start.bsp.
realtime back caused the problems with clients not reconnect on map change
and after my preliminary mucking around with time, I'm convinced there's a
better way.
not. Your choice.
if sv_frametime is less than or equal to zero, progs does not enjoy life.
Don't make progs suicide, join the > 0 club today!
Tim McGrath (Misty)
done every maxtic instead of every *mintic* which is what it was supposed
to be doing. Ooops.
Also minor whitespace cleaning in sv_init.c
Tim McGrath (Misty)
and also prevents old_time in sv_main.c from getting screwed up in the head
and pausing the physics indefinitely (check and see if there is a faster way
to do it :)
What does this let us do? LEAVE THE SERVER RUNNING! Imprecision due to the
server being on for long periods of time should now no longer be a problem,
so long as you have a map rotation going at least once a day. :)
I plan on committing updated versions of my glspeed cfgs next, and then
looking at timeleft - just to make sure when sys_dead_sleep is 1 it can't
overflow accidentally.
Tim McGrath (Misty)
code cleanups and general performance work to be developed in relative peace.
While cleaning up the networking code /is/ important, fixing QF's perfomance
issues is of much higher priority.
This required changes to the api (info_t instead of char *) but should be
a net gain in speed (not a lot, admittedly: it was pretty fast to begin
with, but this paves the way for some other changes I have in mind).