Bill Currie
7eaa6b72d6
Spawn a green dlight for chatting players.
...
It's not very big, and shows as green only in gl, but at least there's some
indication until I sort out icons etc.
2012-06-29 18:00:21 +09:00
Bill Currie
baa0948bcb
Set the chat info key to the appropriate value on key_dest change.
2012-06-29 18:00:21 +09:00
Bill Currie
52146947c1
First part of chat info support.
...
The idea is to allow other clients know when the player is chatting,
fiddling with the console, etc.
2012-06-29 18:00:21 +09:00
Bill Currie
3406cad99a
Many distcheck fixes.
...
Yay, bitrot :P
2012-06-29 10:49:21 +09:00
Bill Currie
276b6f9662
Add support for sv_antilag (from fteqw).
...
I'm not 100% certain it actually works, but it doesn't seem to have broken
anything :)
2012-06-28 16:03:56 +09:00
Bill Currie
40da338674
Change SV_ClipToLinks's clip.type to be flags.
...
More feature swiping from fte: the flags are needed for antilag, but I
thought I'd grab the related features (mainly linking) while I was at it.
2012-06-28 15:09:49 +09:00
Bill Currie
6e5bc62f78
More client.h cleanup.
2012-06-28 07:22:28 +09:00
Bill Currie
8584021311
More client.h tidyup.
...
Whitespace and shuffling fields around. Now diffing the two headers makes
sense in client_static_t and client_state_t.
2012-06-28 07:22:28 +09:00
Bill Currie
aa2a8e8909
Mostly "merge" cl_screen.c.
...
Down to protocol/networking differences.
2012-06-15 22:02:17 +09:00
Bill Currie
81dc750857
Pretend to allow screen offsets.
...
Because qw's maxclients is always > 1, they'll never work, though :)
2012-06-15 22:02:16 +09:00
Bill Currie
e6ce44fde7
Change qw's punchangle to a vector.
...
Consistency with nq :) (however, only pitch works in qw).
2012-06-15 22:02:16 +09:00
Bill Currie
a49c123d84
Shuffle some fields around in cient_state_t.
2012-06-15 22:02:15 +09:00
Bill Currie
83d6dd7262
Fix idealpitch and viewheight in qw.
...
For certain values of "fix" ;). Both are brought back to life but
idealpitch is never set (always 0) and veiwheight is set in V_RenderView().
However, this brings the rest of the code in cl_view.c just that little bit
closer to merged :)
2012-06-15 22:02:15 +09:00
Bill Currie
3fd279ea6c
Use info strings for scoreboard names in nq.
...
Nukes a strcpy and a buffer, and is one step closer to merged client data.
2012-06-15 22:02:15 +09:00
Bill Currie
afec630d1a
Nuke some obsolete fields.
...
scoreboard_t and player_info_t haven't used the
_color/_topcolor/_bottomcolor fields for a while (since glsl).
2012-06-15 22:02:15 +09:00
Bill Currie
9c440ad9e2
Rename entity_state_t's skln to skinnum in nq.
...
Also some whitespace and comment corrections.
2012-06-15 22:02:14 +09:00
Bill Currie
25cb618e4d
Clean up client_static_t a little more.
2012-06-15 22:02:13 +09:00
Bill Currie
1aa2c22169
Nuke MAX_SCOREBOARDNAME from qw.
...
It was different from nq's MAX_SCOREBOARDNAME, and not really necessary,
what with being able to uuse info_key_t caches.
2012-06-15 22:02:13 +09:00
Bill Currie
96785ccec7
Clean up chase/spectator camera stuff.
...
o Rename nq's cl_cam.c to cl_chase.c.
o Split out the chase cam stuff from qw's cl_cam.c to cl_chase.c
2012-06-14 22:45:05 +09:00
Bill Currie
23a38738fc
Massive whitespace cleanup.
...
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
f9a384ffd4
Make simple gravity acceleration framerate independent.
...
Now it doesn't matter if you get 22 fps or 72, you jump the same height,
which actually happens to be slightly higher than the previous 72fps jump.
Effectively, you jump the height you would if you got infinite fps ;)
2012-04-28 14:54:58 +09:00
Bill Currie
bc1b483525
Nuke the rcsid stuff.
...
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
8e91fb7bc1
Get the basics linking.
...
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.
2012-04-11 14:58:53 +09:00
Bill Currie
4d66fc175a
Avoid processing skins every frame.
...
Processing skins every frame would slow things down unnecessarily, so call
the skin functions only when something changes.
2012-01-24 10:28:07 +09:00
Bill Currie
7bfddd7ffe
Gut most of the old skin code.
...
Custom skins are smashed on most targets. Player colors don't work, etc.
However, this will let me do a much cleaner implementation.
2012-01-23 16:16:30 +09:00
Bill Currie
ffa79eed01
Don't lie about the number of models.
...
The renderer being told there were 2048 models when there were only ~160
was a bit of an unpleasant surprise :P
2012-01-09 16:22:39 +09:00
Bill Currie
423e08ce21
Add demo to "movie" conversion.
...
It currently writes a series of png files (QF/qfmvNNNNNN.png), at a fixed
rate of 30fps, with no sound recording.
2012-01-05 19:19:37 +09:00
Bill Currie
29306f7799
Merge nq and qw sv_phys.c
...
sv_move and world are now identical between the two directories.
2011-12-22 16:54:22 +09:00
Bill Currie
3eb859a88f
Move the entity transform setup into the clients.
...
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.
2011-12-15 17:09:01 +09:00
Bill Currie
a3f0a559a5
Fix a segfault when centerprinting.
...
The dstring wasn't getting initialized :/
2011-09-07 09:41:06 +09:00
Bill Currie
937ea854d6
Give QW NQ's explode-box jumping code.
...
It seems that QW already allowed explode-box jumping, but this makes code a
little more consistent. Still need to figure out what to do about the
player physics code: the client prediction is wrong, though the server gets
it right (before the change).
2011-09-07 09:41:05 +09:00
Bill Currie
8d853589e3
Use the gamedir callback for the serverinfo key.
...
This gits rid of a bit of nastiness in the gamedir code :)
2011-09-04 09:58:13 +09:00
Bill Currie
a55f490b47
Add support for map specified fog and skys to qw.
2011-09-04 09:58:12 +09:00
Bill Currie
514f085e88
Reduce the diffs in cl_demo.c.
...
Starting to look like a change in protocol rather than a complete rewrite.
2011-09-04 09:58:12 +09:00
Bill Currie
765b9ebb65
Split up the qw entity handling code.
...
More pre-merge organization.
2011-09-04 09:58:11 +09:00
Bill Currie
688e5c7e24
Use ncqport_e on the right field.
...
Well, now, that was incredibly silly, wasn't it? :P
2011-07-23 21:39:13 +09:00
Bill Currie
2035e65bad
Make the qport flags a little more doc friendly.
2011-07-23 17:51:07 +09:00
Bill Currie
37b0648ec7
Undo the func field as selector patch.
...
The support code for the patch is left intact (it will be needed later),
but idea is too cumbersome for working with existing progs.
2011-04-08 15:01:56 +09:00
Bill Currie
2bacfdabf2
Interpret func fields as selectors for entities with objects.
2011-03-30 20:19:31 +09:00
Bill Currie
de04e1b602
Lots of win32 (mingw cross) build fixes.
...
HTTP (curl) support is missing, but everything else builds.
2010-12-23 11:40:16 +09:00
Bill Currie
87acf89404
lots of whitespace
2010-12-09 18:32:21 +09:00
Bill Currie
bc91faf51e
Change back to storing the leafnum.
...
Still unlimited, of course :)
2010-12-09 17:24:38 +09:00
Bill Currie
3ae2ef8d11
Remove non-progs data from edict_t.
...
All data that is irrelevant to the progs engine itself has been removed
from edict_t and moved into the sv_progs code.
2010-12-09 17:24:37 +09:00
Bill Currie
1291766298
Remove all "cosmetic" differences between nq and qw sv_phys.c
2010-12-09 08:52:40 +09:00
Bill Currie
a4b97e9e2e
Dynamic entity allocation. Unlimited static entities.
...
Entities can now be allocated dynamically. They are freed whenever a new
map is loaded.
Use the dynamic entities for static entities.
2010-12-03 21:01:52 +09:00
Bill Currie
31c13d92a2
Protocol 666/large map support from FitzQuake.
...
Alpha and lerping aren't implemented yet, but things seem to be working. I
can load and play oms2.bsp (Conflagrant Rodent).
2010-11-26 16:20:05 +09:00
Bill Currie
a51e888a1b
Nuke MAX_OSPATH and clean up the mess.
2010-08-25 13:31:08 +09:00
Bill Currie
0dfff8fd58
ignore stuff
2010-08-07 10:42:09 +00:00
Bill Currie
70cc48826c
I think I finally got the protocol side of map changes right
...
"pause" qtv recorders while changing maps
send changing/reconnect via the qtv extensions
2010-01-13 06:50:44 +00:00
Bill Currie
b05e9ea293
add a recorder count to the status bar
...
... and this found the problem with the weird qtv behaviour on map change:
changing maps causes the server to add a new connection for the proxy. oops
2010-01-13 06:48:20 +00:00