Bill Currie
d987cef32e
[qw] Fix an extern in a C file
...
Rather worrying finding one. I guess I didn't feel like finding a header
for the declaration at time time.
2022-04-24 17:23:46 +09:00
Bill Currie
0880fab909
[nq,qw] Get demo capture working again
...
It turns it it had been broken for some time: it was attempting to write
the files to the wrong place.
2022-04-01 01:01:53 +09:00
Bill Currie
d69355f521
[renderer] Support multiple entity queues
...
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
2022-03-05 02:05:39 +09:00
Bill Currie
7d059a0b56
[client] Merge nq and qw cl_view
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They've been near-identical for years, now they're only one. It proved
necessary to start merging the HUD code which for now is just a few cvar
declarations (not even init), but that should be a separate set of
commits.
2022-02-28 12:12:51 +09:00
Bill Currie
aac9069d9f
[nq,qw] Clean up cl_view's use of the client struct
...
This is a huge step towards merging cl_view.
2022-02-25 16:54:45 +09:00
Bill Currie
deff95f490
[client] Merge chase camera and much of input
...
Handling of view angles is a little hacky at the moment, but this gets
the chase camera code and most of the common input code into one place,
which will make cleaning up the camera code much easier.
2022-02-22 15:51:28 +09:00
Bill Currie
40a26e4bc8
[scene] Rename libQFentity to libQFscene
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And start working on scene management.
2021-07-24 14:20:59 +09:00
Bill Currie
91eeae5186
[qw] Clean up netgraph somewhat
...
The renderer's LineGraph now takes a height parameter, and netgraph now
uses cl_* cvars instead of r_* (which never really made sense),
including it's own height cvar (the render graphs still use
r_graphheight).
2021-07-11 10:59:27 +09:00
Bill Currie
755ef524e4
[video] Use views instead of conwidth and conheight
...
conwidth and conheight have been moved into vid.conview (probably change
the name at some time), and scr_vrect has been replaced by a view as
well. This makes it much easier to create 2d elements that follow the
screen size (taking advantage of a view's gravity) which will, in the
end, make changing the window size easier.
2021-07-10 18:04:34 +09:00
Bill Currie
c9f1d770e0
Merge master into csqc-improvements
...
That was a mess
2021-03-25 22:01:31 +09:00
Bill Currie
d39adc6a64
Reduce the diff noise for client_state_t.
...
And add a struct tag. Any added fields are, of course, unused. Most of the
changes are to bring the comments into agreement.
2021-03-25 18:16:12 +09:00
Bill Currie
bc8e37332c
Make qw's cl.players dynamically allocated.
2021-03-25 18:15:28 +09:00
Bill Currie
d514d4e465
Bring client_state_t a little closer to matching.
2021-03-25 18:15:02 +09:00
Bill Currie
52b714ea57
Move qw's player_info_t to client/state.h
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And use it instead of scoreboard_t in nq.
2021-03-25 18:14:53 +09:00
Bill Currie
dc7cb97481
[qw] Remove viewangles from client state
...
Other than the one line in cl_pred.c, it's redundant, but it looks to be
just a redundant copy from ancient times.
2021-03-20 02:24:47 +09:00
Bill Currie
5cf1da7c25
[client] Finish moving onground to viewstate
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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
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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
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And clean up the mess (sort of:P)
2021-03-11 16:19:49 +09:00
Bill Currie
51e8694195
[qw] Use a dynamic array to track static entities
...
This takes care of another fixme in the cleanup of entity_t.
2021-03-11 09:11:08 +09:00
Bill Currie
9992a08285
Make the timedemo related timers double.
...
Their being float didn't cause noticeable trouble when time was 0-based,
but with it 4Gs based, timedemo results got very weird.
2013-02-27 14:32:29 +09:00
Bill Currie
a558f1b0f4
Re-enable the location marker code.
...
Drawing is controlled via the cl_draw_locs command. Entities are still
drawn, but that might not be such a bad thing after all.
2012-07-06 10:39:28 +09:00
Bill Currie
66ef8e16c1
Fix the ghost entities in demo playback.
...
Really, when cl_nodelta is in effect (eg, .qwd demo recording and thus
playback). QW now uses the new shared entity state block as I'd intended.
Thanks to the cleanup of ghost entities (ie, entities that have been
removed but continue to be rendered), glsl overkill has gone from 157 to
163 fps :)
2012-07-05 19:06:35 +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
b65c41efcb
Move the colormod lookup table into a new lib.
...
libQFclient is now here :) The first shared code is the lookup table.
2012-07-05 09:39:16 +09:00
Bill Currie
1a1b406e5b
Fix timedemo in qw.
...
td_lastframe needs to be a float in qw. It seems the meaning changed from
nq to qw, but that's rather bogus. I need to look further into juat what's
going on, but at least now timedemo works.
2012-07-02 20:59:03 +09:00
Bill Currie
7eaa6b72d6
Spawn a green dlight for chatting players.
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It's not very big, and shows as green only in gl, but at least there's some
indication until I sort out icons etc.
2012-06-29 18:00:21 +09:00
Bill Currie
52146947c1
First part of chat info support.
...
The idea is to allow other clients know when the player is chatting,
fiddling with the console, etc.
2012-06-29 18:00:21 +09:00
Bill Currie
6e5bc62f78
More client.h cleanup.
2012-06-28 07:22:28 +09:00
Bill Currie
8584021311
More client.h tidyup.
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Whitespace and shuffling fields around. Now diffing the two headers makes
sense in client_static_t and client_state_t.
2012-06-28 07:22:28 +09:00
Bill Currie
aa2a8e8909
Mostly "merge" cl_screen.c.
...
Down to protocol/networking differences.
2012-06-15 22:02:17 +09:00
Bill Currie
81dc750857
Pretend to allow screen offsets.
...
Because qw's maxclients is always > 1, they'll never work, though :)
2012-06-15 22:02:16 +09:00
Bill Currie
e6ce44fde7
Change qw's punchangle to a vector.
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Consistency with nq :) (however, only pitch works in qw).
2012-06-15 22:02:16 +09:00
Bill Currie
a49c123d84
Shuffle some fields around in cient_state_t.
2012-06-15 22:02:15 +09:00
Bill Currie
83d6dd7262
Fix idealpitch and viewheight in qw.
...
For certain values of "fix" ;). Both are brought back to life but
idealpitch is never set (always 0) and veiwheight is set in V_RenderView().
However, this brings the rest of the code in cl_view.c just that little bit
closer to merged :)
2012-06-15 22:02:15 +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
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
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
1aa2c22169
Nuke MAX_SCOREBOARDNAME from qw.
...
It was different from nq's MAX_SCOREBOARDNAME, and not really necessary,
what with being able to uuse info_key_t caches.
2012-06-15 22:02:13 +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
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
4d66fc175a
Avoid processing skins every frame.
...
Processing skins every frame would slow things down unnecessarily, so call
the skin functions only when something changes.
2012-01-24 10:28:07 +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
423e08ce21
Add demo to "movie" conversion.
...
It currently writes a series of png files (QF/qfmvNNNNNN.png), at a fixed
rate of 30fps, with no sound recording.
2012-01-05 19:19:37 +09:00
Bill Currie
a3f0a559a5
Fix a segfault when centerprinting.
...
The dstring wasn't getting initialized :/
2011-09-07 09:41:06 +09:00
Bill Currie
a55f490b47
Add support for map specified fog and skys to qw.
2011-09-04 09:58:12 +09:00
Bill Currie
a4b97e9e2e
Dynamic entity allocation. Unlimited static entities.
...
Entities can now be allocated dynamically. They are freed whenever a new
map is loaded.
Use the dynamic entities for static entities.
2010-12-03 21:01:52 +09:00
Bill Currie
31c13d92a2
Protocol 666/large map support from FitzQuake.
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Alpha and lerping aren't implemented yet, but things seem to be working. I
can load and play oms2.bsp (Conflagrant Rodent).
2010-11-26 16:20:05 +09:00