Bill Currie
8e91fb7bc1
Get the basics linking.
...
Still, nothing will work: no plugins are loaded and they're all broken
anyway.
glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
2012-04-11 14:58:53 +09:00
Bill Currie
7bfddd7ffe
Gut most of the old skin code.
...
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
6fe557b407
Ensure the beam entitys' angles get set.
...
This fixes the incorrectly oriented beam entities.
2012-01-21 16:18:20 +09:00
Bill Currie
3eb859a88f
Move the entity transform setup into the clients.
...
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
4b515a961b
Back out the fitzquake lerp changes.
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That's not the direction I wish to take the renderer.
2011-12-13 17:01:15 +09:00
Bill Currie
88005f6710
Diff reduction.
2011-09-04 09:58:11 +09:00
Bill Currie
0f7390dd60
Clean up all the "set but not used" warnings.
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gcc on my system is failing to treat this specific warning as an error :/
2011-06-19 10:48:02 +09:00
Bill Currie
e3f6e74814
And do the same fix in qw (oops).
2010-12-14 00:19:52 +09:00
Bill Currie
d24837af4a
Make nails use temp entities.
...
While reading the code, I noticed the comment stating that qw projectiles
(nails) are really temp entities, so I decided to make that true. The
client now supports unlimited projectiles.
2010-12-01 17:15:28 +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
525e20e3e2
Bring QW's unlimited beams/explosions into NQ.
2010-11-26 16:19:25 +09:00
Bill Currie
296894252d
unlimited beams and explosions, and fix a few bugs missed due to testing the wrong version :P
2007-11-05 22:33:49 +00:00
Bill Currie
87248b9086
beams can now be any length, and first step to unlimited beams and explosions
2007-11-05 11:25:38 +00:00
Bill Currie
02c41feabc
make gamedir change a two phase operation so things can be done both before and after the cache is flushed. (still having problems with cached sounds, though)
2007-03-24 10:13:10 +00:00
Bill Currie
657baba8a9
always call QFS_Gamedir on receipt of the server info
2007-03-23 13:09:09 +00:00
Bill Currie
81a57bb3fa
patch from phrosty for vc2005 support. includes fixes for a bunch of gcc-isms that crept in over the years.
2007-03-22 23:20:57 +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
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
9784ba5954
Grievre's gamedir callback patch to fix mangled sounds on gamedir change
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plus a couple minor tweaks I notcied needed doing.
2004-02-03 03:01:06 +00:00
Bill Currie
7ba6756810
temporary hack to avoid crashing when s_explod.mdl isn't precached but
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explosions are requested
2004-01-17 07:14:42 +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
Bill Currie
eb099ae0d3
make qf gcc 3.3 clean
2003-04-17 00:01:48 +00:00
Ragnvald Maartmann-Moe IV
5fb8aa07f3
Code style, people. Love it or leave it!
2003-03-21 21:25:44 +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
Bill Currie
71196fedf6
make gcc more anal about prototypes, string constants and function
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visibility (ie, global functions must have a prototype)
2003-01-06 18:28:13 +00:00
Bill Currie
ce2cfbcf45
clear beam end time when beams expire
2002-10-11 22:13:40 +00:00
Bill Currie
9f6f50699d
remove vid_basepal, creating vid.palette (current palette) and host_basepal
2002-09-10 03:51:10 +00:00
Ragnvald Maartmann-Moe IV
ceb264ce87
Make nq lightning handling match qw, which also gets some cleanups.
2002-09-09 20:02:52 +00:00
Bill Currie
82b2f30a20
actually check that the entities match before returning the overridden beam
2002-09-09 15:56:29 +00:00
Ragnvald Maartmann-Moe IV
a69b172f6f
Cache grappling hook beam model loading, should speed up CTF beam handling. For mods with no beam model, wastes a pointer on a lightning bolt model. Better than crashing... ;)
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Also copy the sound effects LUT for spikes into nq, which I never got around to.
2002-08-10 02:53:44 +00:00
Ragnvald Maartmann-Moe IV
e56404d242
Use LUT instead of case for spike sound effects. Faster and more compact, though less legible.
2002-08-06 19:46:13 +00:00
Ragnvald Maartmann-Moe IV
587de27849
Another step towards QSG2 compliance.
2002-07-25 14:43:36 +00:00
Ragnvald Maartmann-Moe IV
64df22aa8c
Whitespace, dead code removal, and a couple of tiny cleanups.
2002-07-03 05:40:33 +00:00
Ragnvald Maartmann-Moe IV
c8bc5dfb4c
QSG2 glows almost working. Plus lots of typos killed.
2002-06-18 21:41:24 +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
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
...
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
...
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