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
b93f37fb00
a nother tiny optimisation: no nead to recalculate non-player beams every
...
frame
2002-04-27 04:08:30 +00:00
Bill Currie
8a8e62f4c2
turns out that beams coming from the player entity get their start position
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updated which can cause the beam to shrink which can cause lightning ents
to get stranded.
2002-04-27 03:22:09 +00:00
Bill Currie
0deb11eeae
this might fix the lightning bug (produces better code anyway)
2002-04-25 19:04:25 +00:00
Bill Currie
2b2c0401cf
stuff player, beam and explosion entities into the map (rather than
...
building the render entity lists directly) so they get vis-clipped. The
benefits of this to newer gl cards/drivers or sw is negligable, but is a
pretty serious boost for the voodoo2 (~24%).
2002-04-25 04:30:03 +00:00
Ragnvald Maartmann-Moe IV
2db08923e8
MSG_(Read|Write)(Coord|Angle|CoordAngle)V. Cleanups, and preparation for use of vector ops in msg.c.
2001-12-12 21:56:09 +00:00
Ragnvald Maartmann-Moe IV
f66b7a93e5
Major particle interface cleanup, several bugfixes, and minor performance improvements. Oh, check out "/help easter_eggs" (gl-only, at the moment).
2001-12-11 22:37:30 +00:00
Bill Currie
b5162177b2
tiny speed gain (0.1%)
2001-11-28 00:54:20 +00:00
Bill Currie
748dc49218
report the type number of the bad type for temp ents
2001-11-13 03:14:34 +00:00
Bill Currie
c5aec15569
This prepares for moving the net_svc code to a branch allowing both network
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code cleanups and general performance work to be developed in relative peace.
While cleaning up the networking code /is/ important, fixing QF's perfomance
issues is of much higher priority.
2001-11-07 08:24:56 +00:00
Adam Olsen
b5856e8be0
- audit of the net_svc.c users' sanity checking
2001-10-25 23:26:33 +00:00
Adam Olsen
c2807a6da1
- and svc_temp_entity too. Probably the last I'll do today.
2001-10-18 18:48:49 +00:00
Bill Currie
b1f4a778f9
the rcsid commit from hell }:>
2001-09-28 06:26:31 +00:00
Ragnvald Maartmann-Moe IV
2941c07b0a
Add small cyan light to lightning impacts. And restore particle direction use in nq. Greatly improves blood effects.
2001-09-27 00:43:46 +00:00
Ragnvald Maartmann-Moe IV
a7d8e2c0ea
TE_EXPLOSION2 now does colored lighting. And spark showers brightened up a bit. Sparks all yellow now, none of the weird dingy grey ones. ;)
2001-09-16 20:07:28 +00:00
Bill Currie
d7675ada7a
move the particle count multiplication out of the renderer and into the clien
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(for blood and gunshot, anyway).
2001-09-06 05:41:15 +00:00
Ragnvald Maartmann-Moe IV
ade99607cc
header/whitespace sweep continues.
2001-08-28 23:05:45 +00:00
Bill Currie
a9d6bc9a30
total nukage of #ifdef QUAKE2 (R_DarkFieldParticles is present, just unused)
2001-08-27 23:21:09 +00:00
Ragnvald Maartmann-Moe IV
c6266aba36
sw32. Flee in terror. This'll break compilation for everything until -sdl32 compiles. sw32 wont work for a while either, so don't get overly excited yet.
2001-08-25 02:47:11 +00:00
Adam Olsen
a276e87fbc
Change lightning bolt rotation to be time-based. It's kinda ewwy, but
...
it seems to work ok.
2001-08-21 05:03:14 +00:00
Adam Olsen
08cb34e0e0
Diff noise reduction. Stop me if I break it :)
2001-07-15 00:21:48 +00:00
Adam Olsen
2a1f323df4
precache some lightning models
2001-06-14 17:31:15 +00:00
Bill Currie
78702c07e4
make gl_dyn_part.c and sw_rpart.c independent of client.h and host.h
2001-05-29 19:43:15 +00:00
Bill Currie
d360b01827
move dlight stuff out of cl_* into r_main.c. nq dlights seem to be broken,
...
but that seems to have been from before this work
2001-05-20 05:42:52 +00:00
Bill Currie
d1c2b0ec52
r_efrag.c no longer relies on cl*.h
2001-05-20 02:39:56 +00:00
Bill Currie
e61c33c9d9
merge of cl_tents and r_efrag.
2001-05-15 21:34:54 +00:00
Bill Currie
e07f91155b
some diff cleanups: use cl.viewentity instead of cl.playernum + 1 and some
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white space
2001-05-15 19:38:01 +00:00
Ragnvald Maartmann-Moe IV
91200a862d
Whitespace.
2001-05-14 03:08:24 +00:00
Ragnvald Maartmann-Moe IV
f6374b48ce
First pass at updating nq particles. Compiles. Crashes. Taniwha wanted a look. Flee in terror.
...
Also has bunches of cleanups, including string.h/strings.h ifdefs, whitespace, and removal of pointless comments.
2001-05-09 05:41:34 +00:00
Bill Currie
8e2d89c4c2
fix up a mis-understanding about api headers
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*taniwha larts himself for not explaining things to Despair
2001-04-10 21:45:42 +00:00
Bill Currie
a96536c896
nuke commdef.h and clean up the results by putting its contents where they
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belong.
also, merge model.h and friends (MINUS render.h). this needed moving efrags_t
from render.h to model.h.
2001-04-10 06:55:28 +00:00
Bill Currie
f78b973978
move the api headers into include/QF and clean up (most of) the resulting mess.
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target specific files that I don't build won't compile yet. just put QF/
infront of the offending headers.
Also move ver_check into libqfutils
2001-03-27 20:33:07 +00:00
Bill Currie
f6073d756f
better progs access error checking and cleanups resulting from it. Fixes
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mega2k and nq.
2001-03-27 03:57:17 +00:00
Bill Currie
2bfeed6820
looks like utils is more or less complete for now, except for some fixes in
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nq for abyss etc (ie, the magical -<mod> args).
The interface to the message subsystem got a revamp and all the mods to the .c
files reflect this. currently a little ugly, but I plan on abstracting msg
further to clean it up and make it more oo.
2001-02-23 23:16:13 +00:00
Bill Currie
87854e1a0c
initial checkin of most recent newtree and nuq(?) source
2001-02-19 21:15:25 +00:00