Commit Graph

955 Commits

Author SHA1 Message Date
Bill Currie afec630d1a Nuke some obsolete fields.
scoreboard_t and player_info_t haven't used the
_color/_topcolor/_bottomcolor fields for a while (since glsl).
2012-06-15 22:02:15 +09:00
Bill Currie fd78d900e9 Complete all stuff commands when getting server info/data.
When the stufftext buffering was implemented, we forgot about
svc_serverdata...

While nq might normally not have the issue, I thought it best to implement
in nq, too.
2012-06-15 22:02:15 +09:00
Bill Currie 28d16b6f57 Implement qw's safe stufftext buffering in nq.
Avoid stuffing incomplete commands.
2012-06-15 22:02:14 +09:00
Bill Currie 17b43ba736 Clean up svc_disconnect differences.
Now that nq has distinct ca_active and ca_connected, this will work :)
2012-06-15 22:02:14 +09:00
Bill Currie e730608dd7 Implement r_flatlightstyles from fitzquake. 2012-06-15 22:02:14 +09:00
Bill Currie 7299ca7bec More cl_parse tidyup.
svcs are now in order: makes it even easier to see what's different between
nq and qw.
2012-06-15 22:02:14 +09:00
Bill Currie 9c440ad9e2 Rename entity_state_t's skln to skinnum in nq.
Also some whitespace and comment corrections.
2012-06-15 22:02:14 +09:00
Bill Currie 25cb618e4d Clean up client_static_t a little more. 2012-06-15 22:02:13 +09:00
Bill Currie b20daaf611 Nuke mapstring and spawnparms from client_static_t.
They're completely useless. Even though spawnparms was sent over the
network, the server ignored it. mapstring was never read anywhere.
2012-06-15 22:02:13 +09:00
Bill Currie da8355a5f6 Remove some commented code. 2012-06-14 22:45:59 +09:00
Bill Currie 65bb35509f Rearrange the offset cheat prevention.
Rather than (expensively) setting the cvars to 0 every frame, just ignore
their values in multiplayer mode.
2012-06-14 22:45:40 +09:00
Bill Currie e7c3ae911f Clean up some diff noise. 2012-06-14 22:45:24 +09:00
Bill Currie 96785ccec7 Clean up chase/spectator camera stuff.
o  Rename nq's cl_cam.c to cl_chase.c.
 o  Split out the chase cam stuff from qw's cl_cam.c to cl_chase.c
2012-06-14 22:45:05 +09:00
Bill Currie cf2377e76f Fix view angles when loading saved games.
As per mh's post on inside3d.com.
2012-06-10 16:50:35 +09:00
Bill Currie 93e35d7ec0 Add demo format auto-detection.
nq now rejects anything that doesn't look like a .dem, and qw not only
rejects anything that looks like neither a .qwd nor a .mvd, but even
detects which one is being played by the contents rather than the file name
(foo.mvd.gz would be mis-detected as a qwd!!).
2012-06-03 20:04:02 +09:00
Bill Currie dfc8f8bb20 Minor cleanup of CL_Record() and give nq default demo names. 2012-06-03 20:03:43 +09:00
Bill Currie 82a41017ec Create a proper ca_active state.
Yay, no more ugly "SIGNONS" hack for whether to render :)
2012-06-03 20:01:42 +09:00
Bill Currie 23a38738fc Massive whitespace cleanup.
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie 01773c7cd3 Fix the infinite think loop when playing honey.
The change to nq SV_RunThink to match that in qw finally bit my bum. I
suspect it's really a bug in the honey progs (using ltime on a non-pusher),
but QF locking up is not very friendly. I want to keep the option of having
a think loop in the same frame for progs that expect it (using
self.nextthink = time), but also NQ's original method of running think
every frame.  Hopefully no progs expect "self.nextthink = time" to run
every frame rather than loop within the current frame.
2012-05-20 22:45:30 +09:00
Bill Currie f9a384ffd4 Make simple gravity acceleration framerate independent.
Now it doesn't matter if you get 22 fps or 72, you jump the same height,
which actually happens to be slightly higher than the previous 72fps jump.
Effectively, you jump the height you would if you got infinite fps ;)
2012-04-28 14:54:58 +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 878764f79d Fix some segfaults in nq-server. 2012-04-15 15:11:16 +09:00
Bill Currie a16ff08240 Make nq-x11 work for sw.
Same state as qw-client-x11.
2012-04-11 14:58:56 +09:00
Bill Currie a0e143e601 Check for fog functions before calling them.
Not all renderers support fog.
2012-04-11 14:58:55 +09:00
Bill Currie 4d9c3408a1 Start putting the pieces back together.
The renderer now gets initialized and things sort of work (qw-client will
idle, though nothing is displayed). However, as the viddef stuff is broken,
it segs on trying to run the overkill demo.
2012-04-11 14:58:55 +09:00
Bill Currie 7ed33f6345 Hide D_FlushCaches.
There'd been a way to do so all along :/ There might be some issues with
this, but those will be easy to fix :)
2012-04-11 14:58:55 +09:00
Bill Currie e991c1fed3 Make a bit of progress cleaning up vid for plugins. 2012-04-11 14:58:54 +09:00
Bill Currie ad61c7a30c Start working on creating the render plugins.
Things blow up quite nicely. :)
2012-04-11 14:58:53 +09:00
Bill Currie 8530959752 Link the model libs to the render plugins. 2012-04-11 14:58:53 +09:00
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 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 ce6ab908a5 Don't include the specific plugin headers in plugin.h.
This lets files that use plugins not depend on plugins they don't use.
2012-02-13 22:02:07 +09:00
Bill Currie 3cb4cb59b5 Link QFgamecode directly into QFruamoko.
First step in the library "merge down".

QFgamecode is now a convenience library. The only things that mention it
directly now are ruamoko and qfcc.
2012-02-13 15:05:31 +09:00
Bill Currie 9a91aff93c Move the ambient level check out of the sound renderer.
Instead, the client gets the current leaf and passes ambient_sound_level
from the leaf to S_Update.
2012-02-13 13:44:29 +09:00
Bill Currie 02d24189ef Use QF_NEED for plugins.
At the moment, the selection of the default sound driver etc is broken.
2012-02-12 11:37:25 +09:00
Bill Currie e34f0178b6 Build GLSL clients for SDL.
Just about to do a release, and I realized windows users wouldn't have any
way of checking out the new renderer. I'll add wglsl when I get a chance to
do some testing.
2012-02-08 22:05:58 +09:00
Bill Currie b5019c8e33 Nuke the engine dicrectory from gamecode.
Not the contents, of course :) Anyway, finally, that totally useless
directory is gone.
2012-02-06 23:44:52 +09:00
Bill Currie f800e79a38 Make the init process more dependency based.
Most subsystems that depend on other subsystems now call the init functions
themselves. This makes for much cleaner client initialization (more work
needs to be done for the server).
2012-02-01 21:52:47 +09:00
Bill Currie 5efc78b920 Move the call to R_Particles_Init_Cvars into R_Init_Cvars. 2012-02-01 20:05:11 +09:00
Bill Currie 4b390909f2 Move r_gravity to it's rightful home.
r_part.c makes much more sense.
2012-02-01 20:03:16 +09:00
Bill Currie fa0ff96533 Clean up the mess with host_basepal and vid_colormap.
Libs should not be reaching into the exe :P
2012-02-01 19:52:13 +09:00
Bill Currie 57f920b9e9 Fix some inverted logic.
Oops.
2012-01-28 21:01:19 +09:00
Bill Currie 7e078c7f9c Revamp cshifts and implement in glsl.
The renderer should now be free of any direct access to client code. Even
3d rendering is now done via a function pointer.

The cshift code is done as a 2d screen function.
2012-01-28 20:45:14 +09:00
Bill Currie ca2c861671 Fix team colors in GL NQ. 2012-01-26 13:53:52 +09:00
Bill Currie ae4a30089e Remove skin.c from nq.
I forgot to zap it earlier.
2012-01-26 13:48:20 +09:00
Bill Currie 8448a8f332 Minimize the skin calls in nq. 2012-01-24 11:59:49 +09:00
Bill Currie fb2568e681 Fix team colors in glsl for nq.
I forgot to ensure Skin_Init was called in nq. Doing things with texture 0
doesn't work too well.
2012-01-24 11:49:42 +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 ffa79eed01 Don't lie about the number of models.
The renderer being told there were 2048 models when there were only ~160
was a bit of an unpleasant surprise :P
2012-01-09 16:22:39 +09:00