Commit graph

138 commits

Author SHA1 Message Date
Bill Currie
54604d9aa2 [util] Make hunk (optionally) thread-safe
For now, the functions check for a null hunk pointer and use the global
hunk (initialized via Memory_Init) if necessary. However, Hunk_Init is
available (and used by Memory_Init) to create a hunk from any arbitrary
memory block. So long as that block is 64-byte aligned, allocations
within the hunk will remain 64-byte aligned.
2021-07-29 11:43:27 +09:00
Bill Currie
40a26e4bc8 [scene] Rename libQFentity to libQFscene
And start working on scene management.
2021-07-24 14:20:59 +09:00
Bill Currie
5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00
Bill Currie
c9f1d770e0 Merge master into csqc-improvements
That was a mess
2021-03-25 22:01:31 +09:00
Bill Currie
7e2fcd1fbd Rename nq's cl.last_received_message to cl.last_servermessage.
And make it double rather than float because absolute time should not be
stored in a float.
2021-03-25 18:16:00 +09:00
Bill Currie
13677bc5d3 Rename nq's cl.scores to cl.players. 2021-03-25 18:15:12 +09:00
Bill Currie
52b714ea57 Move qw's player_info_t to client/state.h
And use it instead of scoreboard_t in nq.
2021-03-25 18:14:53 +09:00
Bill Currie
a3c1b2e992 [util] Rename qfplist.[ch]
The name is a hold-over from before the current quakeforge tree and the
QF include directory.
2021-03-21 16:13:03 +09:00
Bill Currie
5cf1da7c25 [client] Finish moving onground to viewstate
Missed this in the entity cleanup (really, should have been separate
commits, but oh well).
2021-03-20 00:58:37 +09:00
Bill Currie
5bf21931c7 [renderer] Remove more old fields from entity_t
The only transform related field remaining is old_origin. This also
brings the renderer closer to using simd (lots of stuff to fix still,
though).
2021-03-20 00:08:21 +09:00
Bill Currie
8466de2325 [client] Use vec4_t in entity_state_t
And clean up the mess (sort of:P)
2021-03-11 16:19:49 +09:00
Bill Currie
098ceed5ff [client] Merge nq and qw temp entity handling
This finally gets cl_tent merged away.
2021-03-10 18:04:18 +09:00
Bill Currie
fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
This is the first step towards component-based entities.

There's still some transform-related stuff in the struct that needs to
be moved, but it's all entirely client related (rather than renderer)
and will probably go into a "client" component. Also, the current
components are directly included structs rather than references as I
didn't want to deal with the object management at this stage.

As part of the process (because transforms use simd) this also starts
the process of moving QF to using simd for vectors and matrices. There's
now a mess of simd and sisd code mixed together, but it works
surprisingly well together.
2021-03-10 00:01:41 +09:00
Bill Currie
34dc7cf2df [models] Move brush data into its own struct
This is a big step towards a cleaner api. The struct reference in
model_t really should be a pointer, but bsp submodel(?) loading messed
that up, though that's just a matter of taking more care in the loading
code. It seems sensible to make that a separate step.
2021-02-01 19:31:11 +09:00
Bill Currie
7970525ef4 [util] Make va thread-safe
It now takes a context pointer (opaque data) that holds the buffers it
uses for the temporary strings. If the context pointer is null, a static
context is used (making those uses of va NOT thread-safe). Most calls to
va use the static context, but all such calls have been formatted
consistently so they are easy to find when it comes time to do a full
audit.
2021-01-31 16:05:48 +09:00
Bill Currie
6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00
Bill Currie
ab3f554a0e Limit the search for lit and ent files.
The search for these files will stop in the vpath that contains the .bsp
file to which they belong. This will prevent problems with
id1/maps/start.lit being used for shadows/maps/start.bsp.
2014-01-28 16:22:05 +09:00
Bill Currie
3efb0c538f Separate file search from loading.
QFS_LoadFile (and its wrappers) now  take a file handle rather than a
path. This will make vpath usage a little cleaner to implement.
2014-01-28 16:22:05 +09:00
Bill Currie
b1a0086dae Fix the "missing" grenades in nq demos (gl).
Actually, they were microscoping (scale 0!)
2012-07-13 19:26:27 +09:00
Bill Currie
80bc0e9fb8 Make nq and qw use the new entity state struct.
This isn't really the best solution, but it does get things being shared
with the minimum of fuss.
2012-07-05 09:39:16 +09:00
Bill Currie
49f7d1ad6d Fix the bogus entity scales in the gl render.
It seems none of the other renderers support entity scale...
2012-07-03 20:07:18 +09:00
Bill Currie
602cd84e21 FIx some player color issues found by valgrind. 2012-07-02 19:24:39 +09:00
Bill Currie
0d8cd72a89 Fix colormap and colormod.
Fitzquake doesn't support colormod, so it needs to be copied from baseline
at all times.

colormap was just a thinko/typo.
2012-06-28 14:36:05 +09:00
Bill Currie
d15ec2c95b Fix the funny angle lerp for grenades etc. 2012-06-28 07:22:29 +09:00
Bill Currie
f962db1820 Nuke cl_entity_state_t.
It was a hack to help with cleaning up the renderer, but is now in the way
of merging the clients.

This happens to fix the position/angle lerping, though angles behave a
little oddly.
2012-06-28 07:22:28 +09:00
Bill Currie
56f68cf119 Nuke looptrack from nq's client_state_t.
It's never actually used. The byte is still read from the network packet,
of course.
2012-06-28 07:22:28 +09:00
Bill Currie
f128aca207 Nuke a FIXME.
That was a rather evil hack, but what's worse is when I finally fixed the
problem, I didn't fix the fixme :P
2012-06-28 07:22:28 +09:00
Bill Currie
c4d7b65a05 Much diff noise reduction in V_CalcRefdef.
NQ's client-side onground now works similarly to QW's: -1 = not on ground,
0+ = on ground (plane num?) but only 0 is used in NQ as the necessary
information is not sent over the network.
2012-06-15 22:02:17 +09:00
Bill Currie
3fd279ea6c Use info strings for scoreboard names in nq.
Nukes a strcpy and a buffer, and is one step closer to merged client data.
2012-06-15 22:02:15 +09:00
Bill Currie
bf751cafe0 Split nq's colors into topcolor/bottomcolor.
The protocol is not affected: the incoming colors byte is split into the
two fields when read from the packet. This simplifies a lot of code
elsewhere.
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
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
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +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
8530959752 Link the model libs to the render plugins. 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
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
ca2c861671 Fix team colors in GL NQ. 2012-01-26 13:53:52 +09:00
Bill Currie
8448a8f332 Minimize the skin calls in nq. 2012-01-24 11:59:49 +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
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
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
60c9d05d47 Hipnotic/Rogue weapon mask comments and cleanup.
This too has been sitting around for a while. Taken from fitzquake.
2011-12-12 17:08:22 +09:00