Commit Graph

8731 Commits

Author SHA1 Message Date
Bill Currie 3b8141691e Fix a bunch of continue vs break issues. 2012-07-14 17:26:13 +09:00
Bill Currie 1364bff91b Add an extended mode to qfcc.
Extended mode allows extra keywords (switch, for, etc) that are compatible
with v6 progs.
2012-07-14 17:16:33 +09:00
Bill Currie 4055d9a435 Add support for \s escapes to qfcc.
I guess \s is an fteqcc extention for toggling bold characters. At the
request of freewill.
2012-07-14 11:47:26 +09:00
Bill Currie 45311e55c2 Fix an off-by-one error in qwe's substr implementation. 2012-07-14 08:07:41 +09:00
Bill Currie fcf7150c62 Remove some old renderer specific files. 2012-07-14 07:32:53 +09:00
Bill Currie b1a0086dae Fix the "missing" grenades in nq demos (gl).
Actually, they were microscoping (scale 0!)
2012-07-13 19:26:27 +09:00
Bill Currie e657390ab5 Undo a mv -> cp change.
Turns out it wasn't quite what I thought it was. *shrug* :)
2012-07-13 18:14:50 +09:00
Bill Currie fe26a55cc4 Package the mdl import/export addon. 2012-07-13 17:03:11 +09:00
Bill Currie b1c1bf51ef Unlimited signon buffers.
Turns out it wasn't really necessary for qte2m1, but still, nice to nuke
another limit.
2012-07-13 15:22:53 +09:00
Bill Currie 16520e4aaf Get "cancel" working correctly.
First, it was segging due to closing the file handle prematurely, then it
wasn't deleting the mvd (only the text).
2012-07-13 14:41:10 +09:00
Bill Currie 02de92abb0 Use "return" strings instead of temp strings for qwe.
QF's temp strings have very different semantics. Return strings are the
ones with the same semantics (only 16 slots instead of 8 in mvdsv:)
2012-07-13 11:43:37 +09:00
Bill Currie 2dea74ce91 Get the client entnum from the right place.
When trying to get the client ent num from an entity's owner, it helps if
the owner field is used :P Fixes a segfault firing nails (and sometimes
rockets) in freewill's coop mod. Hopefully fixes his "trigger in clipping
list" bug.
2012-07-13 11:12:31 +09:00
Bill Currie a9adc94aa8 Force builtin function descriptors to have a name.
That is, the descriptors loaded from the progs file. Some compilers (eg,
fteqcc :P) strip builtin names from the progs, which makes debugging
difficult.
2012-07-13 10:22:25 +09:00
Bill Currie 1100596431 Include the mdl import/export addon in the distribution.
A tad embarrasing...
2012-07-13 07:59:50 +09:00
Bill Currie 6fe32103ea Do a bit of bound() usage auditing.
While these seem to be mostly harmless, having function calls in the
bounded value can be nasty.
2012-07-12 19:33:51 +09:00
Bill Currie a822a683cd Fix the inverted lighting for sw32.
LordHavoc had made lighting positive for sw32, but I had done something in
the plugin code that broke that (probably something to do with the
colormap loading). Going back to id's original code fixes the issue.
2012-07-12 18:15:45 +09:00
Bill Currie 4a9d18ae40 Slight rpm package cleanup to match debian. 2012-07-11 14:42:50 +09:00
Bill Currie 1369e9e158 Fix rpm package building. 2012-07-11 14:33:21 +09:00
Bill Currie f467e2de54 Use sed's in-place option. 2012-07-11 13:38:27 +09:00
Bill Currie 00215f4cbd Debian package building fixes. 2012-07-11 13:37:57 +09:00
Bill Currie 086d811d72 Update for 0.6.99 beta1.
Yeah, I decided it's time to think about 0.7 :)
2012-07-11 10:34:30 +09:00
Bill Currie 12319cfcdf Revert "Slightly reducde the number of calls to glUniformMatrix4fv."
This reverts commit e170f4ee75.

It turns out I messed up something in the patch. I noticed the problem
while playing digs04.bsp: many sub-model surfaces, particularly those with
animated textures, were not being transformed correctly. As this patch did
not make a large performance difference, it's probably better to just
revert it. I might revisit it later.
2012-07-11 08:12:57 +09:00
Bill Currie ede65fb28c Use the correct source for the backtile width/height.
Yay, no more garbage on the screen :)
2012-07-09 15:56:51 +09:00
Bill Currie 5014825b39 Fix the backtile for glsl.
Since the backtile is loaded into a scrap and used as a subtexture, we
can't use GL's texture wrapping, thus do the wrapping ourselves. There are
some minor issues with the wrong part of the scrap being drawn: need to
investigate where the bug is (vrect, make_quad, etc).
2012-07-09 15:11:03 +09:00
Bill Currie 99e050e828 Found yet another build dependency (docs). 2012-07-09 15:10:27 +09:00
Bill Currie 6e0907a6b1 Delay the "too many entities" check.
Rather than checking the raw edict count in the entities file against the
progs' max_edicts, check the allocated entity's number. This allows loading
of sophisticated maps (eg, digs04) that prune many of their entities.
2012-07-09 15:07:34 +09:00
Bill Currie ce16750b04 Cache the max_edicts value in the progs struct.
Makes checks a little easier.
2012-07-09 15:06:42 +09:00
Bill Currie 0aac004c98 Rearrange the edict related fields of progs_t. 2012-07-09 15:04:12 +09:00
Bill Currie e91b06a144 Better name for the edict count parameter to PR_LoadProgsFile. 2012-07-09 15:02:49 +09:00
Bill Currie fc88c829bc Disable fbdev for now.
By default, anyway. It doesn't work and only distracts users.
2012-07-09 12:06:59 +09:00
Bill Currie 37260018a2 Acutally use the vertex colors for alias models.
Thanks to Spirit trying QF on nvidia drivers, the missing attributes were
found. Now he shouldn't get gl errors :)
2012-07-08 16:52:13 +09:00
Bill Currie 7b3242843f Add a missing dependency to INSTALL
The joys of building a fresh system... :)
2012-07-08 07:12:46 +00:00
Bill Currie a6d9f5d931 Fix a parallel make issue. 2012-07-06 12:35:50 +09:00
Bill Currie 20ad50407d Correct the size adjustment for qwe's newstr.
It seems the correct interpretation is that the size parameter includes the
trailing 0 (going by mvdsv source).
2012-07-06 10:53:24 +09:00
Bill Currie d4f4e450e6 Fix the bogus loading plaque when disconnected (nq). 2012-07-06 10:44:29 +09:00
Bill Currie a558f1b0f4 Re-enable the location marker code.
Drawing is controlled via the cl_draw_locs command. Entities are still
drawn, but that might not be such a bad thing after all.
2012-07-06 10:39:28 +09:00
Bill Currie dbbd6f4535 Fix a couple of missing particle function pointers.
Discovered while getting the location markers working again.
2012-07-06 10:18:05 +09:00
Bill Currie 3519931b78 Limit beams to one per entity.
Note that this is only a soft-limit and prevents excessive beams when only
one is expected. If more beams are desirned, just use 0 for the entity
number.
2012-07-06 08:29:21 +09:00
Bill Currie 66ef8e16c1 Fix the ghost entities in demo playback.
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 :)
2012-07-05 19:06:35 +09:00
Bill Currie 428d57b7e1 Don't attemt fullbright processing for an unavailable skin.
In the end, it turns out this is the correct fix for the gl seg on
overkill, because build_skin will correctly use the fully setup player skin
if the glskin doesn't have a texture associated with it.
2012-07-05 10:30:41 +09:00
Bill Currie 80bc0e9fb8 Make nq and qw use the new entity state struct.
This isn't really the best solution, but it does get things being shared
with the minimum of fuss.
2012-07-05 09:39:16 +09:00
Bill Currie dea2f48477 Move entity_state_t into client/entities.h
Also, start working on the shared entity manager.
2012-07-05 09:39:16 +09:00
Bill Currie b65c41efcb Move the colormod lookup table into a new lib.
libQFclient is now here :) The first shared code is the lookup table.
2012-07-05 09:39:16 +09:00
Bill Currie 49f7d1ad6d Fix the bogus entity scales in the gl render.
It seems none of the other renderers support entity scale...
2012-07-03 20:07:18 +09:00
Bill Currie ef9e8d05c4 Avoid some unnecessary state changes.
Doesn't make much difference but it doesn't hurt.
2012-07-03 18:20:32 +09:00
Bill Currie ee1cb24e3d Move the call to R_SetFrustum to gl_R_SetupFrame.
This was meant to be part of the previous commit, but I forgot to write the
file :P
2012-07-03 16:08:12 +09:00
Bill Currie a8e0bcabf9 Call R_SetFrustum in all renderers.
It turns out glsl, sw and sw32 weren't getting any benefit from R_CullBox
because the frustum wasn't setup :P. Get another 8% out of bigass1
(174->184fps). bigass1 now runs 2x as fast as it did before I started this
optimisation run :)
2012-07-03 15:57:33 +09:00
Bill Currie e58cd75660 Bound r_maxdlights properly.
QF's implementation doesn't support more than 32 dlights (32 bit int).
2012-07-03 15:27:48 +09:00
Bill Currie eefefb79b0 Rename char_queue to draw_queue. 2012-07-03 14:45:16 +09:00
Bill Currie b25de4d995 Rewrite the 2d code to use a scrap.
This severely reduces the calles to BindTexture, and more importantly,
glUseProgram, EnableVertexAttribArray etc. The biggest changes are:

 o  icons and text are all in the one giant texture
 o  icons and text are mixed in the one queue

This gave ~9% speedup for bigass1 (159->174fps).
2012-07-03 13:38:35 +09:00