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
Ragnvald Maartmann-Moe IV
0b0f9ee371
More whitespace.
2002-10-10 20:03:23 +00:00
Ragnvald Maartmann-Moe IV
a9b16f5de5
Tweak ramp decay on new spark shower.
2002-09-17 05:13:13 +00:00
Ragnvald Maartmann-Moe IV
d6a2b54252
Use ramps for spark showers, so they fade in color as well as alpha.
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Lightning doesn't have a ramp, so it doesn't use this feature yet.
2002-09-17 02:14:58 +00:00
Ragnvald Maartmann-Moe IV
2a8896d4a1
Grr, what's with cvs today?
2002-09-13 01:08:21 +00:00
Bill Currie
ec47e08e1c
go back to using QFile, quakeio.h and quakefs.h
2002-08-27 07:16:28 +00:00
Ragnvald Maartmann-Moe IV
d11fbc0b5c
Change from if/else if/else function for setting scale in a number of particle effects, to scale = pow (count, 0.23). Smooth particle size changes with varying count, and doesn't seem any slower in my benchmarks.
2002-08-26 00:11:16 +00:00
Ragnvald Maartmann-Moe IV
587de27849
Another step towards QSG2 compliance.
2002-07-25 14:43:36 +00:00
Ragnvald Maartmann-Moe IV
fd1ded5c4a
Add r_nearclip and r_particles_nearclip. Also put some limits on r_farclip. And fix id's insane max and min float, and some minor improvements in frustum setup in GL.
2002-06-26 22:20:12 +00:00
Ragnvald Maartmann-Moe IV
00f5d82a86
Make wizard spike hits visible, plus a couple minor cleanups.
2002-06-15 10:54:26 +00:00
Ragnvald Maartmann-Moe IV
10d7d17fcc
Use vertex arrays for text. Another 1-3% speedup.
2002-06-13 05:24:52 +00:00
Bill Currie
44dcf74627
strip the \n from all(?) of the Sys_Error calls (Sys_Error itself will be
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adding \n).
2002-05-14 06:12:29 +00:00
Ragnvald Maartmann-Moe IV
097ff0006f
Rearrange vertex order in quads.
2002-01-06 22:43:51 +00:00
Ragnvald Maartmann-Moe IV
a18fdbca68
Minor clarification in pt_fire ramp aging, plus reduce VectorScale use in fixed distance trails from once per particle to once per trail.
2002-01-05 07:23:23 +00:00
Ragnvald Maartmann-Moe IV
b13efc3a83
Particle updates. Some cleanups, small speedups, and reimplement id's effects. r_particle_styles 0 to see id's effects.
2002-01-04 03:32:59 +00:00
Bill Currie
013f503738
start getting const-correct on vec3_t params
2002-01-03 05:29:38 +00:00
Ragnvald Maartmann-Moe IV
c764ddc64a
Just a massive speedup to gl particles. Enjoy.
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(Thanks to LordHavoc for prodding me to use glDrawElements, and munge all the particle textures into 1. Code mine, suggestions his)
2001-12-19 04:03:57 +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
e99b422628
extinguish gl_fires. it's semi-broken, generally nasty (code wise) and
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kinda tacky. also results in a slight speed boost:)
2001-11-25 06:24:26 +00:00
Ragnvald Maartmann-Moe IV
4d406337b6
Move gl_fires into gl, where it belongs.
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Also some small cleanups in particles.
Brighten grenade smoke a tiny bit, so it's not so invisible in the typically dark quake areas.
And some minor cleanups to water rendering.
2001-11-24 08:21:07 +00:00
Ragnvald Maartmann-Moe IV
b836566a3d
Fix particle physics bug with blob2 particles.
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(thanks to taniwha for pointing out half of the fix I was missing)
2001-11-20 08:31:27 +00:00
Chris Ison
5c26b54697
remove smoke I added thismorning
2001-11-15 23:36:14 +00:00
Chris Ison
0e5262c2ea
colored explosion smoke
2001-11-15 20:53:23 +00:00
Bill Currie
267e51eaaf
while cute, cl_surprise is just way too expensive when gains are measured in
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fractions of a percent, and a loss is 3%.
I hate doing this sort of thing :(
2001-11-15 01:37:57 +00:00
Chris Ison
8d50c8ea47
added cl_surprise cvar for easter eggs
2001-11-14 21:46:50 +00:00
Ragnvald Maartmann-Moe IV
3d572df460
Bug fix (we weren't removing particles from the list until the frame after they died, which caused particle slots to be wasted).
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Fix for a bug in particle trail pre-aging (sometimes created some 0 age particles).
And a couple small optimizations.
2001-11-09 12:09:46 +00:00
Ragnvald Maartmann-Moe IV
14aa428871
Switch to dot texture for sparks, and drop particle size. A little less cartoony effect.
2001-11-07 06:57:34 +00:00
Ragnvald Maartmann-Moe IV
f2f8513141
Reduce number of rand() calls in teleport and lava splash effects. Also preserves entropy, and we all know how important that is!
2001-11-06 21:02:18 +00:00
Ragnvald Maartmann-Moe IV
1c5701f51f
Fix a few minor quirks with particle trails.
2001-11-06 04:42:17 +00:00
Ragnvald Maartmann-Moe IV
08a211385f
Optimize some redundant math out of the particle aging loop.
2001-11-02 21:12:09 +00:00
Ragnvald Maartmann-Moe IV
3958b4a4b3
Age particle trails based on position in trail, during creation.
2001-11-02 20:47:47 +00:00
Bill Currie
78a3e398d5
* taniwha gets medieval on extern
2001-10-28 04:23:37 +00:00
Ragnvald Maartmann-Moe IV
5afce455df
Undo taniwha's debugging insanity.
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If you want to test for injecting more particles than can fit in the list, particle_new is the right place for the test. It's even there already, just commented out.
2001-10-28 00:47:21 +00:00
Bill Currie
10d83e090a
externs in .c files are evil, evil evil (ok, so I haven't cleaned these ones
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out yet:P). This fixes the recent GL crash.
2001-10-27 22:27:32 +00:00
Bill Currie
014785a9f2
lots of error checking for our phantom particle bug, but I was unable to
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trigger it after 2h of play using the previous changes
2001-10-27 08:32:52 +00:00
Ragnvald Maartmann-Moe IV
9cc671e6d2
Try #2 .
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Change r_maxparticles from short to unsigned int.
Make MAX_DLIGHTS into a cvar, r_dlight_max that sets the unsigned int r_maxdlights.
2001-10-09 20:35:17 +00:00
Ragnvald Maartmann-Moe IV
9c778bb539
Minor tweak of lightning sparks and teleport appearances, fix brief breakage of gl_sky_clip 1 & 2 with skyboxes.
2001-10-02 09:11:20 +00:00
Bill Currie
b1f4a778f9
the rcsid commit from hell }:>
2001-09-28 06:26:31 +00:00
Ragnvald Maartmann-Moe IV
bd1465ef3e
Make blood puffs a little less ridiculously large and not overly dense.
2001-09-27 06:52:38 +00:00
Ragnvald Maartmann-Moe IV
35b767cd21
Remove scaling from R_RunParticleEffect, and make blood puff size variable in qw.
2001-09-27 03:09:24 +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
e2f14519fb
Merge world.h. Also reduced smoke particle textures from 8 to 1, a considerable speedup through reduced texture thrash...
2001-09-24 17:52:13 +00:00
Ragnvald Maartmann-Moe IV
bb6796247c
Kill r_particles->int_val testing in gl particle engine. Also merge a bit down to r_part.c/r_cvar.c. Properly declare cl_max_particles (how the heck was it working when only ever declared as exter cvar_t *cl_max_particles?).
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Should be a minor speedup for gl, definitely a code cleanup.
2001-09-22 02:37:45 +00:00
Ragnvald Maartmann-Moe IV
fc1ab9640e
r_numparticles is now r_maxparticles. Ah, the joy of sane variable names.
2001-09-19 18:07:09 +00:00
Ragnvald Maartmann-Moe IV
8af9c2321d
Larger lightning sparks, and more importantly, cull particles more efficiently when bumping into max. R_LavaSplash and R_TeleportSplash need work, though.
2001-09-18 23:22:57 +00:00
Ragnvald Maartmann-Moe IV
d3e8e4ed11
Sparks and a little smoke from TE_LIGHTNINGBLOOD.
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And kill R_RunGunshotEffect.
2001-09-17 01:48:52 +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
Ragnvald Maartmann-Moe IV
431ac4eedb
Convert particles to use byte colors instead of float. Roughly breaks even on Mesa on my machine. Should be a speedup under other drivers.
2001-09-14 12:11:54 +00:00
Ragnvald Maartmann-Moe IV
28fe1dc004
Tweak rocket trails. Uglier, but don't bog down rocket snipers. Also a couple tiny optimizations and cleanups.
2001-09-09 19:37:07 +00:00