This makes a slight improvement to the commutator product in that it
removes the expand statement, but there's still the problem of (a+a)/2.
However, at least now the product is correct and slightly less abysmal.
This takes advantage of evaluate_constexpr to do all the work. Necessary
for use of basis blade constants in algebra contexts (avoids an internal
error).
Finally, quakeworld gets its *ahem* fancy skins. I'm not happy with how
skin loading is handled, but the whole model and skin support needs a
redesign.
Closes#74.
And further clean up skin api.
It turns out that skin functions must all be in the render libs, and
this results in Skin_Set (was Skin_SetSkin) needs to be accessed via a
function pointer rather than directly :(
This takes care of the double free and also cleans up a lot of the skin
api. However, the gl renderer lost top/bottom colors (for now). Vulkan
skins still don't work yet.
It should be much harder for a malicious server to crash the client
(there were a few holes in there still).
Also, set the fallback (server didn't specify) top/bottom colors to be
such that the default colors from the skin are used instead of white.
cl_player_shadows defaults to 1 thus giving a nice (for the resolution)
shadow of the player (and disables the weapon shadow). Mirrors the
change to nq (I really need to get these last bits merged).
punchangle wasn't getting decayed for two reasons: I had forgotten to
set the flag in qw, and the decayed value was not getting written to
viewstate.
Also, the rotation was misapplied (I had the two quaternions swapped) so
punchangle was being applied to world Y instead of local Y, thus the
seemingly random rolls.
Along with "releasing" all the sfx entries, need to flush the name
lookup so correct names don't get the wrong sounds. Fixes the ricochet
sound for rocket explosions (and shotgun sounds for nail guns) in
quakeworld.
Wandering off to infinity makes for some interesting side effects (in
solid, world partially drawn). Fixes the green screen and missing walls
for the first few seconds of being in a map.
That is, those with more than 65520 vertices. Not properly supported for
sw or gl, and glsl isn't rendering properly for some reason (renderdoc
does see the meshes, though, so maybe depth or winding issues).
This seems to have fixed the sticky mouse. If nothing else, I've at
least established that the problem is in IMUI (it sees the events) and
not in QF's input system.
With this, the mouse no longer stays disconnected from the dragged item
when the item can't move any further. It does show some interesting
behavior when window resizes don't behave, but it's still an
improvement.
Copy the component out of the pool so that it can be overwritten now,
thus removing it from the pool, before actually destroying the component
so that any recursive removals of the same component don't mess up the
indices, and also don't try to remove the component from the same
entity.
This fixes a rather sneaky component leak caused by said recursion.
I suspect I may have done the incorrect offset for color to get a
gradient for some testing, but forgot to put it back. Or, of course, I
just completely and utterly brain-farted when writing the attribute.
Descenders still cause problems for layout, but now the paragraphs are
no longer on top of each other. Also, the paragraph spacing is currently
hard-coded (but should be part of a style).
With the change to hierarchies being components, any pointers to the
hierarchy component are not stable and must be refreshed after the
possibility of adding or removing a hierarchy.
It was a right cow to get working at all due to the tangled mess of
dependencies between different hierarchies (switching to hierarchies as
components helpt), but other that some vertical positioning (paragraphs
and descenders), it's working fairly well now (and fairly quick other
than I think I need to ensure the shaping cache is used).
Some of them were actual leaks, but tracking memory should be a lot
easier now. However, there's a lot of room for optimization of
allocations (eg, recylcling of hierarchies. There is now 1 active
allocation (according to tracy) when nq exits: Qgetline's string buffer
(I think an api change is in order).
This makes it possible for hierarchies to clean themselves up (by
deleting their entities (though that will cause other problems later
when the hierarchy doesn't own the entities)), thus plugging a memory
leak when parsing passage text.
This makes it possible for hierarchies to clean themselves up (by
deleting their entities (though that will cause other problems later
when the hierarchy doesn't own the entities)), thus plugging a memory
leak when parsing passage text.
The main goal of this change was to make it easier to tell when a
hierarchy has been deleted, but as a side benefit, it got rid of the use
of PR_RESMAP. Also, it's easy to track the number of hierarchies.
Unfortunately, it showed how brittle the component side of the ECS is
(scene and canvas registries assumed their components were the first (no
long the case), thus the sweeping changes).
Centerprint doesn't work (but it hasn't for a while).
It's used for finding the entity that has the actual canvas component
attached. Useful for sharing a single canvas between multiple view
hierarchies, and worked as a proof of concept for doing similar with
hierarchy references, and might work for properly destroying canvas
items (fills etc) when a view entity is deleted (if attached to every
view).