Bill Currie
23a38738fc
Massive whitespace cleanup.
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Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
bc1b483525
Nuke the rcsid stuff.
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It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
a16ff08240
Make nq-x11 work for sw.
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Same state as qw-client-x11.
2012-04-11 14:58:56 +09:00
Bill Currie
4d9c3408a1
Start putting the pieces back together.
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The renderer now gets initialized and things sort of work (qw-client will
idle, though nothing is displayed). However, as the viddef stuff is broken,
it segs on trying to run the overkill demo.
2012-04-11 14:58:55 +09:00
Bill Currie
8530959752
Link the model libs to the render plugins.
2012-04-11 14:58:53 +09:00
Bill Currie
a4c280f2b2
Take the first step towards render plugins.
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No clients link. Even if they did, nothing would work.
2012-04-11 14:58:53 +09:00
Bill Currie
ce6ab908a5
Don't include the specific plugin headers in plugin.h.
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This lets files that use plugins not depend on plugins they don't use.
2012-02-13 22:02:07 +09:00
Bill Currie
9a91aff93c
Move the ambient level check out of the sound renderer.
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Instead, the client gets the current leaf and passes ambient_sound_level
from the leaf to S_Update.
2012-02-13 13:44:29 +09:00
Bill Currie
f800e79a38
Make the init process more dependency based.
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Most subsystems that depend on other subsystems now call the init functions
themselves. This makes for much cleaner client initialization (more work
needs to be done for the server).
2012-02-01 21:52:47 +09:00
Bill Currie
5efc78b920
Move the call to R_Particles_Init_Cvars into R_Init_Cvars.
2012-02-01 20:05:11 +09:00
Bill Currie
fa0ff96533
Clean up the mess with host_basepal and vid_colormap.
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Libs should not be reaching into the exe :P
2012-02-01 19:52:13 +09:00
Bill Currie
fb2568e681
Fix team colors in glsl for nq.
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I forgot to ensure Skin_Init was called in nq. Doing things with texture 0
doesn't work too well.
2012-01-24 11:49:42 +09:00
Bill Currie
7bfddd7ffe
Gut most of the old skin code.
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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
53d89bf85a
Clean up the mess around D_FlushCaches.
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Create an R_ClearState and call that from the clients. It calls any
necessary functions itself.
2011-12-23 12:51:47 +09:00
Bill Currie
890963423b
Big cleanup of Host_Init.
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Eventually, all init functions will chain to their dependencies.
2011-12-22 16:54:22 +09:00
Bill Currie
3eb859a88f
Move the entity transform setup into the clients.
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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
c3d41326b3
Do key dest changing properly.
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key_demo wasn't so well thought out. This seems to be much better (and nq
is known to be working nicely).
2011-12-10 16:14:25 +09:00
Bill Currie
16c8b2a18d
Use the new demo imt.
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There are some problems with menus and the console messing up the key_dest
state (they assume console/menu or game, nothing else), but otherwise
things seem to work.
2011-12-10 15:18:50 +09:00
Bill Currie
054e52528e
Revive the loading plaque.
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At the request of scar3crow.
2011-12-09 18:41:52 +09:00
Bill Currie
62b17d3629
Split out the entity linking code.
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This should smooth the merge process a little.
2011-09-04 09:58:11 +09:00
Bill Currie
245cfb0b6f
Much diff reduction.
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In the process, found a bug where the yaw speed was not being limited as
desired.
2011-09-04 09:58:11 +09:00
Bill Currie
d2894a6f68
Rename Cvar_AliasGet to Cvar_MakeAliase.
2011-07-05 20:28:57 +09:00
Bill Currie
2ecdec91a8
Clean up the demo api a little.
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This way, I can be more assured of what might be called from outside
cl_demo.c.
2011-06-03 22:47:32 +09:00
Bill Currie
82038bb504
Remove another stack character buffer.
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While it was probably safe (snprintf was being used correctly) I prefer to
avoid the issue completely and centralize any potential problems.
2011-06-03 22:18:08 +09:00
Bill Currie
14480fd1b4
Move the call to R_ClearEnts to the renderer.
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This fixes the hang on certain maps in qw-client.
2010-12-25 19:59:34 +09:00
Bill Currie
8bb507f220
Alias "show_fps" to "hud_fps".
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"show_fps" is the quakeworld standard, so that's what most people expect to
use.
2010-12-16 11:46:25 +09:00
Bill Currie
12da412871
Get entity alpha (mostly) working.
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I'm not sure if bsp model rendering is correct (backside issues), but
enities now sport transparency. Good test map:
http://www.celephais.net/board/view_thread.php?id=60157&
2010-12-16 09:34:29 +09:00
Bill Currie
aad204e80c
Set the skybox from the map's worldspawn sky field.
2010-12-10 17:17:30 +09:00
Bill Currie
9bce1630a6
Revert "Tidy up CL_RelinkEntities a little bit."
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This reverts commit ad7e7e45fe
.
The cleanup broke entity linking, but fixing it would just duplicate the
previous tests, so might as well revert. Cleaning up the interpolation code
is probably a better approach.
2010-12-04 22:41:44 +09:00
Bill Currie
a4b97e9e2e
Dynamic entity allocation. Unlimited static entities.
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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
ad7e7e45fe
Tidy up CL_RelinkEntities a little bit.
2010-12-02 15:12:17 +09:00
Bill Currie
cacd2fb895
FiztQuake's lerping system.
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Seems to be mostly working. I get some funny results for zombies, but that
might be moving and turning at the same time causing issues.
2010-11-26 16:20:05 +09:00
Bill Currie
31c13d92a2
Protocol 666/large map support from FitzQuake.
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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
8c4fe2f844
Rename Sys_DPrintf to Sys_MaskPrintf.
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We now have finer runtime control over what gets printed. Need to do a
SYS_DEV audit, creating new masks as apropriate.
2010-11-26 16:19:26 +09:00
Bill Currie
525e20e3e2
Bring QW's unlimited beams/explosions into NQ.
2010-11-26 16:19:25 +09:00
Bill Currie
d66934942d
nuke Con_Printf and Con_DPrintf and use Sys_* instead
2007-11-06 10:17:14 +00:00
Bill Currie
cde6e60848
most of the hacking needed to break out the common code from snd_dma.c
2007-03-17 03:10:45 +00:00
Bill Currie
3fb03fc2be
hah, should have been using __attribute__((used)) all that time (rather
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than __attribute__((unused))). fixes the missing console in -x11
2005-08-04 15:27:09 +00:00
Bill Currie
2cc2da4d90
various little cleanups that should very fractionally speed up Host_Frame
2005-04-25 01:28:37 +00:00
Bill Currie
9ed9832789
bring back the alpha setting for dlights (finally found out what it was
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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.
2004-05-03 06:21:39 +00:00
Bill Currie
e5ccf09aa0
oops, old_origin is for trails
2004-03-15 00:32:49 +00:00
Bill Currie
8e9da44d7d
insert entities into the bsp tree for later renderer queuing based on vis
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rather than directly into the queue. gives a 6.6% speedup for bigass1,
maybe slight loss for demo1 and definitly minor loss for nullrendering.
However, it gives us potential access to info we wouldn't otherwise have
ready access to.
2004-03-11 04:13:12 +00:00
Bill Currie
fa6916cedd
*sigh*, got a little too eager.
2004-01-19 02:54:31 +00:00
Bill Currie
de7a4e326e
nq blood particle hack from Grievre
2004-01-19 02:43:55 +00:00
Bill Currie
6a94607d9d
rename VectorMA to VectorMultAdd, add VectorMultSub and use it in a few
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places. Not certain how much speed difference it makes :/
2003-08-08 15:25:53 +00:00
Ragnvald Maartmann-Moe IV
0a7b56f003
show_fps -> hud_fps, show_ping -> hud_ping, show_pl -> hud_pl,
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show_time -> hud_time, show_scoresuid -> hud_scoreboard_uid
2003-07-27 23:20:11 +00:00
Bill Currie
4bb1095951
stock sbar and hud seem to be working in nq (fps back, too:)
2003-05-08 21:22:33 +00:00
Ragnvald Maartmann-Moe IV
41bfde9cfa
More cleaning up after slobs.
2003-03-21 21:26:26 +00:00
Bill Currie
4bd1718475
re-arrange viewsize handling to fix the hud bug in glx
2003-02-11 21:24:27 +00:00
Bill Currie
761a7546dd
re-arrange things so __attribute__ and __builtin_expect are properly
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autoconfiscated so rcsid will continue to work with gcc 3.3
2003-01-15 15:31:36 +00:00
Bill Currie
71196fedf6
make gcc more anal about prototypes, string constants and function
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visibility (ie, global functions must have a prototype)
2003-01-06 18:28:13 +00:00
Bill Currie
7e4979e908
make sure the baselines always point to entities
2002-12-11 22:09:23 +00:00
Ragnvald Maartmann-Moe IV
7bf16df448
More QSG2 work.
2002-09-12 22:09:55 +00:00
Bill Currie
9f6f50699d
remove vid_basepal, creating vid.palette (current palette) and host_basepal
2002-09-10 03:51:10 +00:00
Chris Ison
d68c4f7700
clear cl.worldmodel on disconnect.
2002-09-08 03:36:34 +00:00
Bill Currie
a0807c762f
fix the handling of escape when in the console before ever connecting
2002-08-27 08:33:21 +00:00
Bill Currie
ad6e025a91
take cmd.[ch] back to basics. the gib code is temporarily gone pending
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renovations. cmd_source handling is a little hacky in nq, but it's working.
2002-07-31 05:19:03 +00:00
Ragnvald Maartmann-Moe IV
587de27849
Another step towards QSG2 compliance.
2002-07-25 14:43:36 +00:00
Ragnvald Maartmann-Moe IV
1478dcd9c9
Prune dead code.
2002-07-02 21:37:22 +00:00
Bill Currie
9482c151c2
fix the missing view model
2002-06-14 07:55:19 +00:00
Ragnvald Maartmann-Moe IV
ceb73449bb
Order of operations cleanup, QSG2 alpha is now colormod[3] in entities.
2002-06-07 11:25:47 +00:00
Ragnvald Maartmann-Moe IV
90f4bf5fa7
Improve dlight flag combination behaviors, plus some more dlight initialization cleanups.
2002-06-07 05:21:53 +00:00
Bill Currie
4314885b5b
you know? it really helps if you test the right variable :P
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probably something from my copy-reduction efforts :/
2002-06-06 04:42:15 +00:00
Ragnvald Maartmann-Moe IV
f6c6d9f03e
Add EF_DIMLIGHT to qw, make it work identically in nq.
2002-06-06 04:14:23 +00:00
Ragnvald Maartmann-Moe IV
46949068a2
Check return value on R_AllocDlight. Small optimization, people cutting r_dlight_max heavily should like it.
2002-06-05 22:07:38 +00:00
Bill Currie
d94c29249d
try 2 on the dancing corpses. this should also fix the lack of lerping in nq
2002-05-27 18:10:25 +00:00
Timothy C. McGrath
301eb4b8fd
Changed show_fps, show_time, show_pl and show_ping into archived cvars. They
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were archived originally, but apparently some insane little gremlin keeps
reverting my change without telling me why :)
Tim/Misty/Misty-chan
2002-02-19 00:58:17 +00:00
Bill Currie
39d432b6a6
make sure force_commandline in the console data gets set appropriatly
2002-01-20 00:04:50 +00:00
Chris Ison
e3b2bfb81a
clear key states on game start
2002-01-17 22:04:58 +00:00
Bill Currie
9d59d953bd
more cleanups
2002-01-12 05:32:21 +00:00
Bill Currie
571df6d684
change window caption to include "Disconnected" when not connected
2002-01-02 23:01:05 +00:00
Ragnvald Maartmann-Moe IV
f66b7a93e5
Major particle interface cleanup, several bugfixes, and minor performance improvements. Oh, check out "/help easter_eggs" (gl-only, at the moment).
2001-12-11 22:37:30 +00:00
Ragnvald Maartmann-Moe IV
d4a8224d9b
Change hudswap to use a callback, and instead of passing a swap variable to 10 functions, where only 2 use it, use a global variable. Make a few scr functions static inline, too. Got a totally unexpected ~0.45fps speedup.
2001-12-09 14:05:30 +00:00
Bill Currie
9ccd42428d
this seems to give a 0.48% boost to bigass (220.45 to 221.52, null-renderer)
2001-11-28 00:19:27 +00:00
Bill Currie
1d410a3a1f
Move the CL_NewTranslation from the entity linking code into the protocol
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updates (where it belongs). This gives a 1% boost to bigass1.
2001-11-27 22:44:12 +00:00
Bill Currie
f7c90759af
clean out the non-renderer fields from entity_t. not yet a noticable gain
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but more work needs to be done on the linking code in the client. However,
there /does/ seem to be a slight gain with possibly less variance.
2001-11-27 21:42:49 +00:00
Ragnvald Maartmann-Moe IV
4d406337b6
Move gl_fires into gl, where it belongs.
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Also some small cleanups in particles.
Brighten grenade smoke a tiny bit, so it's not so invisible in the typically dark quake areas.
And some minor cleanups to water rendering.
2001-11-24 08:21:07 +00:00
Ragnvald Maartmann-Moe IV
158717a56a
Add skyboxlist support to nq.
2001-11-07 06:56:05 +00:00
Brian Koropoff
ccd665e80c
This commit removes maplist.c and replaces it with filelist.c, which
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contains general functions for creating lists of a type of file and
provides the commands maplist, skinlist, skyboxlist, and demolist.
2001-11-06 07:14:29 +00:00
Bill Currie
15b381909e
move maplist from quakefs.c to console/maplist.c. Unfortunatly, until the
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client console plugin is usable, this means the clients link maplist.o
directly.
2001-11-05 22:24:16 +00:00
Bill Currie
a1b7850e47
damn escapee code. this fixes the nq timedemo loop bug
2001-10-11 03:36:05 +00:00
Bill Currie
1929797cc9
get nq-server so it runs. part of this involved renaming cl_warncmd to
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cmd_warncmd
2001-10-03 21:25:43 +00:00
Bill Currie
b1f4a778f9
the rcsid commit from hell }:>
2001-09-28 06:26:31 +00:00
Ragnvald Maartmann-Moe IV
0d0e570676
Small particle trail speedup/legibility/flexibility improvement, at price of redundant code in sw/sw32. Tradeoffs. *sigh*
2001-09-07 05:37:11 +00:00
Bill Currie
a890be806c
this /should/ fix the dancing corpses
2001-09-05 23:14:27 +00:00
Bill Currie
008d80df67
s/IMT_DEFAULT/IMT_0/g for the constant and move the name-enum entry for
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IMT_DEFAULT to the bottom of the list so that IMT_0 gets written as such
rather than IMT_DEFAULT.
Also, clean up nq's EF_* dlight creation a bit (haven't touched
EF_MUZZLEFLASH: undecided on what to do).
2001-09-05 21:22:55 +00:00
Ragnvald Maartmann-Moe IV
2f5e0cf603
whitespace and headers.
2001-08-29 02:12:57 +00:00
Bill Currie
a9d6bc9a30
total nukage of #ifdef QUAKE2 (R_DarkFieldParticles is present, just unused)
2001-08-27 23:21:09 +00:00
Bill Currie
7df09a3487
centralize client state setting
2001-08-20 17:48:16 +00:00
Zephaniah E. Hull
80696badc7
kgt->imt, and imt now displays the current IMT.
2001-08-17 07:06:01 +00:00
Zephaniah E. Hull
20adccc9e4
A few things, first is that I removed the (rather broken) serial
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networking support.
Second, I moves keys.c from qw and nq to libs/video/targets when I did
the next thing.
Existing user configs which do binds, sledge hammer. Sledge hammer,
existing user configs which do binds. *WHACK* *WHACK* *WHACK*
See, much nicer now.
Someone should document it, and fix all targets which don't use SDL for
input. (I honestly don't expect svgalib and the like to ever be fixed.)
2001-08-16 09:19:36 +00:00
Bill Currie
1c9e1b176f
fear the mighty const correct patch
2001-07-15 07:04:17 +00:00
Bill Currie
03c0216dde
force_centerview is back
2001-07-06 17:42:04 +00:00
Bill Currie
f61ca0e321
fix the persistent fires. For sanity's sake, the non-renderer specific parts
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of gl_dyn_fires.c have been moved to r_main.c (for now).
2001-06-29 02:43:04 +00:00
Bill Currie
323015b11a
include/QF header cleanup. including config.h (or any file from include) is
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a nono because headers in include/QF get installed, but include don't and thus
would break quakeforge-dev.
2001-05-31 05:33:13 +00:00
Bill Currie
1a25bc9349
gl_screen.c and screen.c are now client clean (and merged :)
2001-05-23 06:33:23 +00:00
Bill Currie
da8715f27d
sw_ralias.c and gl_rmain.c are now client clean. this involved a bit of a
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revamp of skins. keep an eye out for broken skins (especially in nq)
2001-05-21 22:25:35 +00:00
Ragnvald Maartmann-Moe IV
a9c9a46c37
client.h gone from gl_rlight.c and sw_rlight.c.
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cl_lightstyle -> r_lightstyle
2001-05-21 03:08:07 +00:00
Bill Currie
ece576ed4b
reduce gl_rmain's dependency on cl*.h
2001-05-21 00:22:35 +00:00
Bill Currie
d360b01827
move dlight stuff out of cl_* into r_main.c. nq dlights seem to be broken,
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but that seems to have been from before this work
2001-05-20 05:42:52 +00:00