I've decided that setting pr.max_edicts and pr.zone_size as part of the
local progs initialization rather than in PR_LoadProgsFile makes more
sense. For one, it is unlikely for the limits to change every time progs is
reloaded. Also, they seem to be a property of the VM rather than the progs.
However, there is nothing stopping the caller from updating max_edicts and
zone_size every call.
Also fix a bug where despite supporting 32 buttons, only 18 were actually
supported, and a similar issue for the number of axes.
My saitek x52 has 34 buttons and 10 axes. Whee.
_QFS_VOpenFile is actually _QFS_FOpenFile reimplemented to take vpath start
and end parameters so the search can be limited. QFS_VOpenFile,
_QFS_FOpenFile, and QFS_FOpenFile are all wrappers for _QFS_VOpenFile.
Again, based on The OpenGL Shader Wrangler. The wrangling part is not used
yet, but the shader compiler has been modified to take the built up shader.
Just to keep things compiling, a wrapper has been temporarily created.
The idea comes from The OpenGL Shader Wrangler
(http://prideout.net/blog/?p=11). Text files are broken up into chunks via
lines beginning with -- (^-- in regex). The chunks are optionally named
with tags of the form: [0-9A-Za-z._]+. Unnamed chunks cannot be found.
Searching for chunks looks for the longest tag that matches the beginning
of the search tag (eg, a chunk named "Vertex" will be found with a search
tag of "Vertex.foo"). Note that '.' forms the units for the searc
("Vertex.foo" will not find "Vertex.f").
Unlike glsw, this implementation does not have the concept of effects keys
as that will be separate. Also, this implementation takes strings rather
than file names (thus is more generally useful).
set_bits_t is now 64 bits for x86_64 machines (in linux, anyway). This gave
qfvis a huge speed boost: from ~815s to ~720s.
Also, expose some of the set internals so custom set operators can be
created.
Now we can get tight (<1e-6 * radius_squared error) bounding spheres. More
importantly (for qfvis, anyway) very quickly: 1.7Mspheres/second for a 5
point cloud on my 2.33GHz Core 2 :)
It "works" for lines, triangles and tetrahedrons. For lines and triangles,
it gives the barycentric coordinates of the perpendicular projection of the
point onto to features. Only tetrahedrons are guaranteed to reproduce the
original point.
Rather than prefixing free_ to the supplied name, suffix _freelist to the
supplied name. The biggest advantage of this is it allows the free-list to
be a structure member. It also cleans up the name-space a little.
I'd forgotten that ED_ConvertToPlist mangled light into light_lev and
single component angle values into a vector. This fixes much of the
breakage in qflight (but not the light levels)
Sys_LongTime returns time in microseconds as a 64-bit int. Sys_DoubleTime
uses Sys_LongTime, converts to double and offsets 0 time by 4G (2**32).
This gives us consistent sub-microsecond precision for a very long time.
See http://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/
First, this completely smashes joystick input: it will not work (though it
doesn't crash). This is because there is, as of yet, no means to configure
the system.
Each joystick axis has:
- per-axis amplification (both pre and post).
- per-axis offset (offset applied after pre-amp but before post amp)
- selectable destination:
- linear delta: position and angles (as before)
- axis button: if the value crosses the threshold, the given key is
pressed or released as appropriate.
The axis amplification still uses joy_amp and joy_pre_amp (and
in_amp/in_pre_amp), but now also has the per-axis settings.
The per-axis offset is most useful for axis buttons. For example, the xbox
360 controller triggers are analong but go "all the way to negative on 0
state". Offsetting the input keeps axis button thresholds simple.
Amplification and offset is applied before anything is done with the axis
value. The formula is:
joy_amp * in_amp * axis-amp *
(offset + value * joy_pre_amp * in_pre_amp * axis-pre_amp)
Axis button thresholds are very simple: if the sign of the value is the
same as the sign of the threshold and abs(value) >= abs(threshold), the
button is pressed. While multiple thresholds and keys can be placed on an
axis, only one can be pressed at a time. The threshold furthest from 0
wins.