Bill Currie
23a38738fc
Massive whitespace cleanup.
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Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
bc1b483525
Nuke the rcsid stuff.
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It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
a16ff08240
Make nq-x11 work for sw.
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Same state as qw-client-x11.
2012-04-11 14:58:56 +09:00
Bill Currie
4d9c3408a1
Start putting the pieces back together.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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At the request of scar3crow.
2011-12-09 18:41:52 +09:00
Bill Currie
62b17d3629
Split out the entity linking code.
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This should smooth the merge process a little.
2011-09-04 09:58:11 +09:00
Bill Currie
245cfb0b6f
Much diff reduction.
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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.
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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.
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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.
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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".
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"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.
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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."
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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.
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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.
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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.
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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.
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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
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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
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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
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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
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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,
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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
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autoconfiscated so rcsid will continue to work with gcc 3.3
2003-01-15 15:31:36 +00:00