Commit graph

112 commits

Author SHA1 Message Date
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