Bill Currie
3519931b78
Limit beams to one per entity.
...
Note that this is only a soft-limit and prevents excessive beams when only
one is expected. If more beams are desirned, just use 0 for the entity
number.
2012-07-06 08:29:21 +09:00
Bill Currie
66ef8e16c1
Fix the ghost entities in demo playback.
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Really, when cl_nodelta is in effect (eg, .qwd demo recording and thus
playback). QW now uses the new shared entity state block as I'd intended.
Thanks to the cleanup of ghost entities (ie, entities that have been
removed but continue to be rendered), glsl overkill has gone from 157 to
163 fps :)
2012-07-05 19:06:35 +09:00
Bill Currie
428d57b7e1
Don't attemt fullbright processing for an unavailable skin.
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In the end, it turns out this is the correct fix for the gl seg on
overkill, because build_skin will correctly use the fully setup player skin
if the glskin doesn't have a texture associated with it.
2012-07-05 10:30:41 +09:00
Bill Currie
80bc0e9fb8
Make nq and qw use the new entity state struct.
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This isn't really the best solution, but it does get things being shared
with the minimum of fuss.
2012-07-05 09:39:16 +09:00
Bill Currie
dea2f48477
Move entity_state_t into client/entities.h
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Also, start working on the shared entity manager.
2012-07-05 09:39:16 +09:00
Bill Currie
b65c41efcb
Move the colormod lookup table into a new lib.
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libQFclient is now here :) The first shared code is the lookup table.
2012-07-05 09:39:16 +09:00
Bill Currie
49f7d1ad6d
Fix the bogus entity scales in the gl render.
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It seems none of the other renderers support entity scale...
2012-07-03 20:07:18 +09:00
Bill Currie
ef9e8d05c4
Avoid some unnecessary state changes.
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Doesn't make much difference but it doesn't hurt.
2012-07-03 18:20:32 +09:00
Bill Currie
ee1cb24e3d
Move the call to R_SetFrustum to gl_R_SetupFrame.
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This was meant to be part of the previous commit, but I forgot to write the
file :P
2012-07-03 16:08:12 +09:00
Bill Currie
a8e0bcabf9
Call R_SetFrustum in all renderers.
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It turns out glsl, sw and sw32 weren't getting any benefit from R_CullBox
because the frustum wasn't setup :P. Get another 8% out of bigass1
(174->184fps). bigass1 now runs 2x as fast as it did before I started this
optimisation run :)
2012-07-03 15:57:33 +09:00
Bill Currie
e58cd75660
Bound r_maxdlights properly.
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QF's implementation doesn't support more than 32 dlights (32 bit int).
2012-07-03 15:27:48 +09:00
Bill Currie
eefefb79b0
Rename char_queue to draw_queue.
2012-07-03 14:45:16 +09:00
Bill Currie
b25de4d995
Rewrite the 2d code to use a scrap.
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This severely reduces the calles to BindTexture, and more importantly,
glUseProgram, EnableVertexAttribArray etc. The biggest changes are:
o icons and text are all in the one giant texture
o icons and text are mixed in the one queue
This gave ~9% speedup for bigass1 (159->174fps).
2012-07-03 13:38:35 +09:00
Bill Currie
df35b22af4
Parameterize the linear filtering of scrap textures.
2012-07-03 12:10:24 +09:00
Bill Currie
e170f4ee75
Slightly reducde the number of calls to glUniformMatrix4fv.
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It doesn't make a big difference to bigass1 (yet ?), but it does clean up
apitrace a little.
2012-07-03 10:57:35 +09:00
Bill Currie
1a1b406e5b
Fix timedemo in qw.
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td_lastframe needs to be a float in qw. It seems the meaning changed from
nq to qw, but that's rather bogus. I need to look further into juat what's
going on, but at least now timedemo works.
2012-07-02 20:59:03 +09:00
Bill Currie
1a6b56b0a2
Call glTexSubImage2D only once per frame.
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Instead of once per surface... ouch. Gives about 20% speed boost on demo1
(154.7->185.7)
2012-07-02 20:01:28 +09:00
Bill Currie
602cd84e21
FIx some player color issues found by valgrind.
2012-07-02 19:24:39 +09:00
Bill Currie
8fa92bf206
Add 32 button support to sdl and win as well.
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The world isn't x11 (much as I'd like it to be)
2012-07-02 16:51:14 +09:00
Bill Currie
7cd8806ec0
Add support for up to 32 mouse buttons.
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My new mouse reports only up to 9 (skipping 6 and 9, it seems), but I
/have/ seen 32 button mice...
2012-07-02 16:33:57 +09:00
Bill Currie
3d56084f59
Fix a memory leak.
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Entity/Edict leafs weren't being freed when the entity was freed.
2012-07-01 09:05:16 +09:00
Bill Currie
7573c38122
Create qfspritegen based on id's sprgen.
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No guarantees it works, but it should be able to convert a bunch of pcx
images into a sprite.
2012-06-30 20:20:15 +09:00
Bill Currie
4da3be5cd6
Get a minor speed gain in glsl bsp rendering.
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About 4% (99.5 to 104.4) from not calling VertexAttrib4fv or BindTexture
when not necessary.
2012-06-29 22:13:20 +09:00
Bill Currie
249eb8e5d2
Bah, more segfaults :P
2012-06-29 20:26:27 +09:00
Bill Currie
cf48d5ab04
Make "playdemo" without args replay the last demo.
2012-06-29 18:44:42 +09:00
Bill Currie
7eaa6b72d6
Spawn a green dlight for chatting players.
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It's not very big, and shows as green only in gl, but at least there's some
indication until I sort out icons etc.
2012-06-29 18:00:21 +09:00
Bill Currie
891500ac58
Fix yet another segfault.
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Yet more bugs related to the change to using info key direct access :P
2012-06-29 18:00:21 +09:00
Bill Currie
39241867bb
Pass the chat info key onto clients.
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The server's info key filtering is "explicit permit".
2012-06-29 18:00:21 +09:00
Bill Currie
baa0948bcb
Set the chat info key to the appropriate value on key_dest change.
2012-06-29 18:00:21 +09:00
Bill Currie
603fe92cba
Add a callback for when key_dest is set.
2012-06-29 18:00:21 +09:00
Bill Currie
52146947c1
First part of chat info support.
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The idea is to allow other clients know when the player is chatting,
fiddling with the console, etc.
2012-06-29 18:00:21 +09:00
Bill Currie
a3fe8d56b8
Don't broadcast name changes for spectators.
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At the request of freewill. There might be a better mechanism, though...
2012-06-29 15:13:03 +09:00
Bill Currie
0d9d777086
Fix Win32 package building for recent changes.
2012-06-29 11:15:11 +09:00
Bill Currie
3406cad99a
Many distcheck fixes.
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Yay, bitrot :P
2012-06-29 10:49:21 +09:00
Bill Currie
edf4ea84a1
Update the doxygen config for 1.8
2012-06-28 18:01:17 +09:00
Bill Currie
bf00009cc8
A touch of whitespace cleanup.
2012-06-28 16:12:06 +09:00
Bill Currie
276b6f9662
Add support for sv_antilag (from fteqw).
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I'm not 100% certain it actually works, but it doesn't seem to have broken
anything :)
2012-06-28 16:03:56 +09:00
Bill Currie
40da338674
Change SV_ClipToLinks's clip.type to be flags.
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More feature swiping from fte: the flags are needed for antilag, but I
thought I'd grab the related features (mainly linking) while I was at it.
2012-06-28 15:09:49 +09:00
Bill Currie
64bfde7320
Allow extension builins to override standard builtins.
2012-06-28 15:07:03 +09:00
Bill Currie
3626f34c9a
Add entnum to edict_t for faster edict->num.
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Swiped from fte :)
2012-06-28 14:43:29 +09:00
Bill Currie
0d8cd72a89
Fix colormap and colormod.
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Fitzquake doesn't support colormod, so it needs to be copied from baseline
at all times.
colormap was just a thinko/typo.
2012-06-28 14:36:05 +09:00
Bill Currie
e41d269617
Fix the messed up smoke trails.
2012-06-28 07:22:29 +09:00
Bill Currie
d15ec2c95b
Fix the funny angle lerp for grenades etc.
2012-06-28 07:22:29 +09:00
Bill Currie
53212deb61
Fix the funky roll angle glitch.
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Introduced in the cl_view merging :/
2012-06-28 07:22:28 +09:00
Bill Currie
f962db1820
Nuke cl_entity_state_t.
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It was a hack to help with cleaning up the renderer, but is now in the way
of merging the clients.
This happens to fix the position/angle lerping, though angles behave a
little oddly.
2012-06-28 07:22:28 +09:00
Bill Currie
6e5bc62f78
More client.h cleanup.
2012-06-28 07:22:28 +09:00
Bill Currie
56f68cf119
Nuke looptrack from nq's client_state_t.
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It's never actually used. The byte is still read from the network packet,
of course.
2012-06-28 07:22:28 +09:00
Bill Currie
8584021311
More client.h tidyup.
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Whitespace and shuffling fields around. Now diffing the two headers makes
sense in client_static_t and client_state_t.
2012-06-28 07:22:28 +09:00
Bill Currie
f128aca207
Nuke a FIXME.
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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
bcc1de3b84
Fix the missing health pickup sound on aerowalk.
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Caused by an out-by-one error thanks to the insane way the sound list is
built. Came about when doing the model/sound list sanitation during the
GLSL project, but this one was sneakier as it resulted only in a missing
sound rather than a segfault.
2012-06-26 11:06:59 +09:00