Commit graph

60 commits

Author SHA1 Message Date
Bill Currie
8fd5be0ee0 Fix a pile of sizeof goofs.
While scan-build wasn't what I was looking for, it has proven useful
anyway: many of the sizeof errors were just noise, but a few were actual
bugs (allocating too much or too little memory).
2018-09-07 20:00:57 +09:00
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
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
a4c280f2b2 Take the first step towards render plugins.
No clients link. Even if they did, nothing would work.
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.
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
05be74510f Free the explosion objects when clearing tents.
This fixes the hang after a few (3 or 4) play/timedemo runs of bigass1. Now
23 runs (and counting) seems to work well, though there seems to be a
memory leak somewhere.
2010-12-14 00:13:13 +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
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
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
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
7ba6756810 temporary hack to avoid crashing when s_explod.mdl isn't precached but
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
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
41bfde9cfa More cleaning up after slobs. 2003-03-21 21:26:26 +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
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
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... ;)
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
587de27849 Another step towards QSG2 compliance. 2002-07-25 14:43:36 +00:00
Ragnvald Maartmann-Moe IV
9a2ba662bd ugh, qw/source/cl_tent.c should have been committed with this.
Change random number generation in spike hits, only generate 1 random number, and use a case to pick the results.
2002-07-03 05:42:45 +00:00
Bill Currie
91dc5b20db nuke MSG_ReadChar. Other than the sign extention, it's redundant and nothing
a suitable typecast can't take care of.
2002-07-02 19:15:29 +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
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
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
(for blood and gunshot, anyway).
2001-09-06 05:41:15 +00:00
Ragnvald Maartmann-Moe IV
2f5e0cf603 whitespace and headers. 2001-08-29 02:12:57 +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
08cb34e0e0 Diff noise reduction. Stop me if I break it :) 2001-07-15 00:21:48 +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
7f0d8ed7e0 correct the scale init and enable the qsg inits in cl_tent 2001-05-19 05:53:50 +00:00
Bill Currie
664c640e42 total merge of the particle system (except r_part.c isn't in qw yet) 2001-05-18 19:58:49 +00:00