Commit graph

8826 commits

Author SHA1 Message Date
Bill Currie
3cad0f978b Revamp entity class loading for blender integration.
Slightly cleaner EntityClass building, and now the directory scanner is
part of the EntityClassDict class, which also supports reading/writing
plists (for persistent storage in blender).
2012-09-03 13:35:18 +09:00
Bill Currie
b3e5083f60 Add a symlink to io_mesh_qfmdl's qfplist.py
The map editor addon needs to use it too, but I don't want to duplicate the
file in git.
2012-09-03 13:33:59 +09:00
Bill Currie
c08fd08025 Write empty array and dictionary items on one line.
Makes for slightly tidier plist text.
2012-08-31 16:14:49 +09:00
Bill Currie
43abf8e3df Support writing int and float items to a plist.
They are written as normal string items, so anything using the plist later
on will need to know the context, but at least now there's no need to first
convert int or float data to strings before writing a plist.
2012-08-31 16:10:30 +09:00
Bill Currie
2b55687aa5 Correct a missed function rename.
Serves me right for not testing properly :P
2012-08-31 15:54:26 +09:00
Bill Currie
ffcd78bc28 Add other entities as empties.
For now until I get entity class data importing sorted out. The empties are
set to display as size 8 cubes (+/-8bu).
2012-08-30 19:56:08 +09:00
Bill Currie
4b5242104a Add lights from the map to the scene.
Only the very basics are done at this stage, but things look reasonable.
The lamp energy might need tweaking.
2012-08-30 17:34:05 +09:00
Bill Currie
5d2b2639d0 Generate geometry for entities with brushes. 2012-08-30 14:50:19 +09:00
Bill Currie
15a906aadb Get map parsing pretty much working.
No geometry is created yet.
Both id and quest formats are supported.
e1m1.map parses in less than two seconds on my system.
2012-08-30 13:19:30 +09:00
Bill Currie
97c99de581 Create the entity class scanner.
It recursivly scans the QC source tree looking for QUAKED comments and
builds a dictionary of the found entity classes.
2012-08-29 15:43:53 +09:00
Bill Currie
08d7131c1b Create a python version of QF's script parser.
It's error handling is bogus, but it works for good input :)
2012-08-29 14:55:11 +09:00
Bill Currie
d6a1daaf30 Force a refdef update when nearclip or farclip change. 2012-08-29 09:55:17 +09:00
Bill Currie
abc81cee85 Avoid building unneeded libs.
Having better dependency info in build_control.m4 would be nice, but this
works well enough for now.
2012-08-20 14:12:20 +09:00
Bill Currie
365f20bb95 Make the ps3 cross-build self-contained.
More or less.

This is a bit of an experiment (which seems to work nicely) in that qfcc
and pak are build natively in one build tree, then the full system is
cross-built in another tree using the natively build qfcc and pak. Both
trees are created by cross-configure.sh as sub-directories of the current
directory. However, cross-configure.sh still assumes it is being run in a
subdirectory of the main quakeforge directory.

cross-make.sh checks if the native tree is in the current directory and if
so, builds it, otherwise it just runs make for the cross-build tree (this
allows for running cross-make in a sub-directory for things like sorting
out build issues).
2012-08-20 10:56:09 +09:00
Bill Currie
0976ff8582 Nuke mentions of HOST_CC.
CC_FOR_BUILD is the recommended name these days (HOST_CC was from an old
gcc version, and is confusing anyway). Also, CC_FOR_BUILD should be set by
configure.
2012-08-20 10:51:46 +09:00
Bill Currie
54b4d589aa Split up mathlib.h into several smaller headers.
This should make maintaining them a little easier.

The copyright block in most of the new headers (execpt vector.h) reflect
when the functions in the relevant header were first created.
2012-08-19 17:39:09 +09:00
Bill Currie
a2f2d4d949 "Check" for the availability of pthreads.
Unfortunately, just because the header is there doesn't mean anything will
actually work :(. Also, the check is based on the host vendor/os for now.
Yes, it's rather lame but it will do for now.

With this, QF will build on an almost fresh ps3toolchain install. Only two
"fixes" are needed:
 o  In $PS3DEV/ppu/powerpc64-ps3-elf: ln -s ../include sys-include
 o  libsamplerate cross-built and installed.
2012-08-19 13:40:42 +09:00
Bill Currie
9bfcdad35a Fix some type-size safety issues.
Expecting int to be 32 bits is a little dangerous, and the function
versions of swap/noswap should be unsigned rather than signed.
2012-08-19 13:37:06 +09:00
Bill Currie
358ea4ef9a Fall back to execve/wait when execvp and waitpid are unavailable. 2012-08-19 13:18:38 +09:00
Bill Currie
ceea60059a Sort the checked functions. 2012-08-19 13:07:18 +09:00
Bill Currie
0bd613b73d Disable vorbisfile's static callbacks.
Since we use callbacks anyway, they're not needed, and this fixes the
warnings/errors when using ps3toolchain.
2012-08-19 08:05:50 +09:00
Bill Currie
5684347088 Some fixes for mingw cross-builds.
The fixes came to light while getting ps3toolchain cross-building working.
2012-08-18 22:12:02 +09:00
Bill Currie
bf41851bd9 Check for ioctl availability.
This gets networking compiling. Now the build gets all the way to qfcc,
where it dies with waidpid/execvp errors :P
2012-08-18 22:02:02 +09:00
Bill Currie
60596038d2 Half-disable pthread for ps3toolchain.
I can't find anything for pthread other that pthread.h, but this lets nq
and qw stuff build (minus the pending networking issues).
2012-08-18 21:51:04 +09:00
Bill Currie
575693e4a0 A bunch of networking compile fixes.
This isn't everything needed to get networking compiling, but it's pretty
close.
2012-08-18 21:49:30 +09:00
Bill Currie
78f7604efc Evil hack to handle duplicated sdl key syms. 2012-08-18 21:44:51 +09:00
Bill Currie
68feab89f9 Avoid PATH_MAX.
Not available in ps3toolchain, and this avoids a stack buffer :)
2012-08-18 21:44:02 +09:00
Bill Currie
9250eb83bf Yet more char index issues.
Should be getting near the end of these as qfcc tries to link in my hacked
up tree :)
2012-08-18 21:42:49 +09:00
Bill Currie
7f805c2527 Use pkg-config for zlib.
Helps cope with zlib being in weird places (eg, ps3toolchain)
2012-08-18 21:41:33 +09:00
Bill Currie
3b047a3cc1 Check for getuid and cope when it's not there.
The ps3toolchain doesn't have getuid or getpwent. Nor does it have
timeGetTime, so use Sys_DoubleTime instead.
2012-08-18 21:37:54 +09:00
Bill Currie
6200d35109 Don't include SDL_byteorder.h
We don't need it and it's not always available.
2012-08-18 21:35:24 +09:00
Bill Currie
cd1e3e5b6f Cross configure/make scripts for ps3toolchain based builds. 2012-08-18 21:33:58 +09:00
Bill Currie
6f484ee757 Add support and tests for 3x3 matrices. 2012-08-18 16:29:57 +09:00
Bill Currie
cc35209f86 Yet more char index issues :P 2012-08-18 12:20:08 +09:00
Bill Currie
ee27c49e70 Separate the checks for building dirent.c and fnmatch.c.
ps3's libc has opendir and friends, but not fnmatch.
2012-08-18 12:12:45 +09:00
Bill Currie
5613b272da Whee, another char index issue. 2012-08-18 11:50:35 +09:00
Bill Currie
d074f4a983 Hack in a fake version of "access".
It seems access is unimplemented in the ps3 toolchain.
2012-08-18 11:45:26 +09:00
Bill Currie
836215357a Use the correct type for alloca's size parameter.
Well, hopefully: it at least agrees with gcc's builtin version.
2012-08-18 11:20:48 +09:00
Bill Currie
62face768f Fix some char index issues. 2012-08-18 11:02:52 +09:00
Bill Currie
7928274b6e Test for and include sys/select.h. 2012-08-18 10:57:42 +09:00
Bill Currie
6e1f043719 Clean up some unused or local functions. 2012-08-18 09:36:43 +09:00
Bill Currie
ae81b79390 Remove a long dead field. 2012-08-18 09:36:43 +09:00
Bill Currie
a1a2060583 Yet another ps3 plugin fix.
Returning an uninitialized pointer... ouch. Hopefully the last one.
2012-08-17 10:24:41 +09:00
Bill Currie
cbaad33638 Fix a couple more ps3 plugin related warnings.
Whee :P
2012-08-17 10:20:35 +09:00
Bill Currie
41876e8c37 Some compile fixes for when dlopen is not available.
It seems the ps3 gameos build env is... not what we've come to take for
granted.
2012-08-17 09:18:00 +09:00
Bill Currie
af0db29981 Add support for meshes with multiple UV maps.
One common use for a mesh having multiple UV maps is when combining several
mesh objects into one: the base UV map is the result of joining the meshes
(and will be a right mess of overlapping UV islands), but an additional UV
map is then setup as a copy of the first but with the islands re-packed so
nothing overlaps. The export script now searches for the active UV map and
uses that for both UV coordinates and the skin texture (when none is
specified).
2012-08-12 13:38:12 +09:00
Bill Currie
5b054dd98b Add "slow grav" for smoke.
Removes one more set of hard codings from particle types.
2012-08-12 11:42:18 +09:00
Bill Currie
f8f01fc9fb Change glx to x11 in the examples. 2012-08-12 09:20:20 +09:00
Bill Currie
5a5b31bae4 Correct the direction of pt_fire particles.
sub_grav() was accelerating the particle in the wrong direction. Down being
+ve gravity caused a bit of confusion (though it was a c&p error).
2012-08-10 13:56:01 +09:00
Bill Currie
31dead3dcd Fix 16-bit mdl loading for glsl.
The extra precision verts are offset by numverts, not numposes :P
2012-08-07 17:06:01 +09:00