Commit graph

195 commits

Author SHA1 Message Date
Bill Currie
6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00
Bill Currie
4e4d1b99b4 Clean up all the system shutdown calls
I added Sys_RegisterShutdown years ago and never really did anything
with it: now any system that needs to be shutdown can ensure it gets
shutdown on program exit, and in the correct order (ie, reverse to init
order).
2019-07-12 23:15:26 +09:00
Bill Currie
3e1520c246 Move vid callback access into vid
The plan is to move the callbacks into a "private" struct.
2019-07-08 12:46:22 +09:00
Bill Currie
3efb0c538f Separate file search from loading.
QFS_LoadFile (and its wrappers) now  take a file handle rather than a
path. This will make vpath usage a little cleaner to implement.
2014-01-28 16:22:05 +09:00
Johnny on Flame
637d751aa7 Saves axes behaviours on the config file. 2013-01-27 13:17:12 +09:00
Bill Currie
068bc7a627 Potential client state fix ala Baker.
I'm not sure it's really relevant to QF, but applying it doesn't hurt.
2012-07-21 17:53:49 +09:00
Bill Currie
543c4b2442 Don't force the console for ca_connected.
It's valid not to draw the console in ca_connected when changing levels.
2012-07-21 16:37:14 +09:00
Bill Currie
d4f4e450e6 Fix the bogus loading plaque when disconnected (nq). 2012-07-06 10:44:29 +09:00
Bill Currie
f128aca207 Nuke a FIXME.
That was a rather evil hack, but what's worse is when I finally fixed the
problem, I didn't fix the fixme :P
2012-06-28 07:22:28 +09:00
Bill Currie
9cb7e00946 FIx the segfault on changing levels caused by ca_active changes.
Host_Reconnect_f only set cls.signon to 0, so finding it as a place to
tweak was not so trivial :P Now it calls CL_SetState to do the job properly
:)
2012-06-24 11:22:37 +09:00
Bill Currie
aa2a8e8909 Mostly "merge" cl_screen.c.
Down to protocol/networking differences.
2012-06-15 22:02:17 +09:00
Bill Currie
3fd279ea6c Use info strings for scoreboard names in nq.
Nukes a strcpy and a buffer, and is one step closer to merged client data.
2012-06-15 22:02:15 +09:00
Bill Currie
b20daaf611 Nuke mapstring and spawnparms from client_static_t.
They're completely useless. Even though spawnparms was sent over the
network, the server ignored it. mapstring was never read anywhere.
2012-06-15 22:02:13 +09:00
Bill Currie
82a41017ec Create a proper ca_active state.
Yay, no more ugly "SIGNONS" hack for whether to render :)
2012-06-03 20:01:42 +09:00
Bill Currie
23a38738fc Massive whitespace cleanup.
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
a16ff08240 Make nq-x11 work for sw.
Same state as qw-client-x11.
2012-04-11 14:58:56 +09:00
Bill Currie
4d9c3408a1 Start putting the pieces back together.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
At the request of scar3crow.
2011-12-09 18:41:52 +09:00
Bill Currie
62b17d3629 Split out the entity linking code.
This should smooth the merge process a little.
2011-09-04 09:58:11 +09:00
Bill Currie
245cfb0b6f Much diff reduction.
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.
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.
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.
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".
"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.
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."
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.
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.
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.
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
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
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
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
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
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,
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
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
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
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
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
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
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
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.
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
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
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
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
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