Commit graph

184 commits

Author SHA1 Message Date
Bill Currie
981622f969 Make MOD_TraceLine behave "correctly".
MOD_TraceLine now behaves the same as id's SV_RecursiveHullCheck (from
WinQuake). This means that even if the trace would escape from solid space
into non-solid space, the trace is treated as allsolid if it crosses from
one solid space to another before hitting the empty space.

trace-id.c is used only for establishing the behaviour of id's code.
2010-12-06 15:30:56 +09:00
Bill Currie
c2af7896bd Revert "make droptofloor continue the trace if it starts solid"
This reverts commit 10232acdfe.

The problem was really in the trace code, but it got fixed by "accident"
when I had similar problems in hipnotic a couple of years later. Now to
figure out just what the trace could really should be doing.
2010-12-05 14:56:32 +09:00
Bill Currie
31640dd1b9 Clean out the last traces of my boxclip code.
I've been experiencing funny trace issues while playing Soul of Evil. While
I think the boxclip dregs shouldn't be causing problems, it's probably best
to clean them out properly before trying to fix anything.
2010-12-05 14:52:20 +09:00
Bill Currie
8831a109a4 Create and use mclipnode_t.
I didn't realize this was a critical part of fitzquake's large map
support. This should fix the non-solid brush entities in Conflagrant
Rodent.
2010-11-29 09:36:21 +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
8c4fe2f844 Rename Sys_DPrintf to Sys_MaskPrintf.
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
92f84e97a4 Unlimited loaded models. 2010-11-26 16:19:25 +09:00
Bill Currie
9a30968c87 type size correctness 2010-10-13 20:52:06 +09:00
Bill Currie
cd159e1cc1 Use LoadBSPMem to load brush models.
Now that Mod_LoadBrushModel uses bspfile.[ch], the engine uses the same
code as the tools to work with bsp files.
2010-10-13 20:52:05 +09:00
Bill Currie
2185a3dcd0 Remove almost all of my boxclip developement.
This is to prevent others accidently getting headaches from my code.
2010-08-20 14:13:23 +09:00
Bill Currie
0dfff8fd58 ignore stuff 2010-08-07 10:42:09 +00:00
Bill Currie
3e0aaea535 more build fixes from Despair (parallel make, this time) 2010-05-28 13:37:51 +00:00
Bill Currie
51932ee433 --enable-boxclip configure option and some more tweaks, I guess (been too long) 2009-12-19 04:45:01 +00:00
Bill Currie
a26cd68ea9 more tests, more progress. just need to fix a regression that popped up while fixing the new test (18) 2009-03-22 00:31:44 +00:00
Bill Currie
dd27143f62 finally got the failing test I wanted 2009-03-20 15:01:18 +00:00
Bill Currie
21c12ad7d5 damn, it failing was because I was using the wrong hull. now, why does the engine fail here? 2009-03-20 11:57:36 +00:00
Bill Currie
7dae886b93 label "expect" and "got" lines 2009-03-20 11:55:47 +00:00
Bill Currie
1f1375fdbb add another (currently failing) testcase 2009-03-20 11:51:59 +00:00
Bill Currie
384ad30df8 correct the last 4 edges. all existing testcases now pass. 2009-03-20 11:38:04 +00:00
Bill Currie
fea4189150 complete rewrite of validate_solid. also, put the trace points on the other side of the split plane. Just one more set of related tests to fix. 2009-03-20 11:20:59 +00:00
Bill Currie
0ff4165149 why didn't I do this earlier? 2009-03-20 03:40:30 +00:00
Bill Currie
f59f2dc7b9 some more progress with box clipping and much a saner test harness 2009-03-20 03:33:03 +00:00
Bill Currie
e992edaf31 that fixed the test case (why isn't sgn a standard function? :P) 2009-03-19 04:56:44 +00:00
Bill Currie
3be88c3e1d still disabled since it's still broken, but progress has been made. Fortunately, some of the breakage shows up as a regression in the testcases. 2009-03-19 03:16:24 +00:00
Bill Currie
2b81eaea6c console.h include cleanup 2007-11-06 12:40:38 +00:00
Bill Currie
d66934942d nuke Con_Printf and Con_DPrintf and use Sys_* instead 2007-11-06 10:17:14 +00:00
Bill Currie
e15fae264a well, it finally seems to work, but q1 maps (especially start's ramp to e3) are not such that they're particulary playable due to being designed for point clipping. so still disabled until something can be sorted out. 2007-09-29 23:28:41 +00:00
Bill Currie
0ee9e1cf3e more accurate expects and don't recurse for non-crossings 2007-09-23 08:33:26 +00:00
Bill Currie
3d79256653 closer still. have problems with allsolid traces and flags in general 2007-09-23 05:41:17 +00:00
Bill Currie
973a30bce0 show inwater as well (though irrelevant for test map) 2007-09-23 05:40:08 +00:00
Bill Currie
9f7018685e a little easier to see what's expected 2007-09-23 04:07:39 +00:00
Bill Currie
0234b7ed93 nice little test of box clipping. doesn't get installed :) 2007-09-23 03:48:05 +00:00
Bill Currie
f7faad118b didn't quite get that checkin right 2007-09-21 14:04:30 +00:00
Bill Currie
36f5edb9d3 still disabled, but it's mostly working now. serves me right for blindly following the q2 code :P (it be buggy) 2007-09-21 13:58:07 +00:00
Bill Currie
19f0d23f8b it's disabled, but my box clipping is getting close 2007-09-21 12:44:19 +00:00
Bill Currie
37ad41ecb7 MOD_TraceLine doesn't need to return anything... 2007-09-17 11:24:42 +00:00
Bill Currie
2881b4b284 make MOD_TraceLine recursive again so I can work on box clipping without losing so much hair 2007-09-16 07:55:44 +00:00
Bill Currie
866eaa22f6 don't segfault when there are holes in the texture list 2007-05-16 09:23:54 +00:00
Bill Currie
ecaa002774 fix items in walls in hipnotic 2007-05-14 11:16:41 +00:00
Bill Currie
aca80a7baf fix the gold-key/radiation-symbol bug in rock2 2007-05-09 10:55:02 +00:00
Bill Currie
b963665ad7 don't stop a trace on transition from solid to non-solid. this fixes the grapple problem in prozaccoop, but really the bug is in the progs but this is a faster fix for now until I decide whether I want to stop a trace on transition or not, or whether to make it optional. 2007-04-28 02:16:47 +00:00
Bill Currie
447a3e8254 fix some nasty catches I was experiencing. I don't know why my logic didn't work, but it definitely didn't. 2007-04-07 06:51:36 +00:00
Bill Currie
99c0954b47 the big dso visibility patch :). Sure, we have to have unique names for static builds, but with controlled visibitly we should get faster program loads (although this isn't C++, so it's not as bad) and complex plugins are cleaner. 2007-03-10 12:00:59 +00:00
Bill Currie
24ab92e68d things seem to be working nicely in point mode 2006-12-25 01:21:52 +00:00
Bill Currie
9a7e4bc5e6 fix some comments 2006-12-24 08:01:39 +00:00
Bill Currie
8dce95b4ba do some renaming of variables to save my sanity 2006-12-24 06:34:12 +00:00
Bill Currie
46a74c831a don't go through the back side of walls 2006-12-24 05:05:27 +00:00
Bill Currie
bcdf710316 bah, missed those 0s 2006-12-24 04:34:08 +00:00
Bill Currie
7624f2eb87 still disabled, but put the box tracing code in the shared code 2006-12-24 03:46:12 +00:00
Bill Currie
45d467d748 box tracing (instead of point). Currently disabled because it doesn't work right just yet. However, when it is working, it will let us do things like crouching, crawling, arbitrary sized objects (including players), etc. 2006-12-24 03:13:29 +00:00