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The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.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).
As well as $prefix/include, of course. This fixes the problem with
external ruamoko builds failing due to keys.h and qfcc's "lockdown" on
system headers.
This fixes the dependency issues between qwaq and ruamoko. qwaq is
actually older than ruamoko. That little language feature test has come
a long way.
However, I'm considering moving to non-recursive make, but...
This paves the way for clean initialization of the Vulkan renderer, and
very much cleans up the older renderer initialization code as gl and sw
are no longer intertwined.
This removes a lot of redundant code from qflight (though it does become
dependent of libQFgamecode *shrug*). The nice thing is qflight now uses the
exact same code to load entities as does the server.
It is suffering some bitrot and I don't feel like fixing it right now, but
it causes problems for people trying to build QF. This should be ok because
it's one of those "if uncertain, say no" things.
The win clients are the native windows (NOT sdl!! *twitch*). Things are
already looking on the up: only three errors in in_win.c. I'm not looking
forward to vid_win.c (ex vid_wgl.c), though.
The ~ gets expanded to CSIDL_LOCAL_APPDATA, $HOME, $USERPROFILE or just
".", whichever succeeds first. The usual location will be:
"C:\windows\profiles\<user>\Local Settings\Application Data".
"." is now the fallback for *nix systems too.
It turns out the apiprefix define is quite new (I didn't realize it at the
time) and I'd rather get FTBFS reports based on configure catching the
error than gcc catching it.
It seems -ffast-math is not necessarily faster, and the errors it causes
may not be worth the gains, but I'm not sure I want to nuke it completely,
so instead disabling the worst offender of it
(-fno-unsafe-math-optimizations) seems to be the best option. qfbsp now
produces identical text output between optimized and unoptimized builds,
and may be slightly faster than before the change (1.9s for start.map vs
2.0s)
qfcc now does local common subexpression elimination. It seems to work, but
is optional (default off): use -O to enable. Also, uninitialized variable
detection is finally back :)
The progs engine now has very basic valgrind-like functionality for
checking pointer accesses. Enable with pr_boundscheck 2
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.
Still, nothing will work: no plugins are loaded and they're all broken
anyway.
glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
While it further breaks RPM building, all AC_SUBST(HAVE_*) have been nuked.
When AM_SUBST_NOTMAKE, tell automake to not generate var = @var@ in
Makefile.in for qf specific vars (QF_SUBST is a wrapper for AC_SUBST that
also calls AM_SUBST_NOTMAKE).
QF_PROCESS_NEED has been renamed to QF_PROCESS_NEED_LIBS and its guts have
been moved to QF_PROCESS_NEED_subroutine, with additional modifications to
allow QF_NEED to be used for other targets as well (eg, directories,
executables, etc).
This makes gib depend on gamecode, but removes the dependency on gib from
ruamoko. Unfortunately, carne now needs to be linked against gamecode even
though it never uses it.
Just about to do a release, and I realized windows users wouldn't have any
way of checking out the new renderer. I'll add wglsl when I get a chance to
do some testing.
So I don't have to keep duplicating file names all over the place, I've
decided to use the "dox" extension on text files that are formatted for
doxygen processing. This way, doxygen can search for them using wildcards,
and unformated text files won't cause any headaches.