Commit Graph

107 Commits

Author SHA1 Message Date
Bill Currie cd2f9434fc proxy now stays connected :) also gets the server data packet. most changes
due to move of pmove.h
2005-05-02 04:09:15 +00:00
Bill Currie d308d324cc o misc little cleanups
o add plent_state_t, packet_players_t and delta_t in preparation for
    re-worked delta compression code.
  o use plent_state_t in the client.
2005-04-30 03:59:23 +00:00
Bill Currie 2697671a9b make MSG_ReadDeltaUsercmd use a param rather than global to read the
message.
2005-04-27 12:16:15 +00:00
Bill Currie 9dcd2333d9 Serious mvd surgery. Interpolation of player position/angle is no longer
done and playerinfo is now written at the proper time, fixing the
"lagged dlights" issue (as Spike puts it:). Hack to fix broken mvds removed
as it should no longer be needed if everybody fixes their mvd servers :)
2005-04-27 09:54:37 +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 a89d8d23a3 grievre's patch to enable fullbright skins, controlled rotation and server
control of various features
2004-07-11 01:41:01 +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 16a90e17f2 cl_ents.c:
bring back the location markers
sv_ccmds.c:
	a few demo related fixes
sv_demo.c:
	minor cleanups
2004-03-23 22:39:17 +00:00
Bill Currie b502cfc3ce move ClientReliable* from sv_nchan to MSG_Reliabe* in msg_backbuf so the
backbuffer code can be shared between qw-server and qtv
2004-02-22 05:40:08 +00:00
Bill Currie 6e6df349e4 move the ucmd message code into a common qw lib (more will likely follow) 2004-02-21 05:09:02 +00:00
Bill Currie a726e33bf1 mask off non-light bits from effects in CL_NewDlight as EF_FLAG1 etc
shouldn't affect light effects.
2003-12-02 23:42:09 +00:00
Bill Currie 0b44c78259 handle PF_QF bit iff the server is actually a qsg 2.0 server 2003-09-24 04:01:34 +00:00
Bill Currie 0a8867fde9 replace all VectorSubtract (vec3_origin, ... and
VectorCopy (vec3_origin, ... with VectorNegate (... and VectorZero (...,
respectively. Should be a small speedup.
2003-09-03 22:17:04 +00:00
Bill Currie 454aa5c603 more mailing list corrections 2003-07-12 21:50:22 +00:00
Bill Currie eb099ae0d3 make qf gcc 3.3 clean 2003-04-17 00:01:48 +00:00
Ragnvald Maartmann-Moe IV 5fb8aa07f3 Code style, people. Love it or leave it! 2003-03-21 21:25:44 +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 8d35d67997 clean up the multiple definitions of the DF_* flags 2002-11-22 17:45:30 +00:00
Bill Currie ef33b9754b support as many packet entities in demos as qwex does (ie, 196). Makes me
wonder if I should make the server support sending 196 packet entities to
qf clients.
2002-10-17 16:03:18 +00:00
Bill Currie d5117e27ee read excess nails correctly for nail2 2002-10-03 15:10:29 +00:00
Bill Currie 2383340031 mvd playback support. seems to work (get some weird entities hanging around
but I suspect that's the mod used in the demo I was testing with), but
probably needs some cleanup.
2002-10-02 21:56:45 +00:00
Ragnvald Maartmann-Moe IV 7bf16df448 More QSG2 work. 2002-09-12 22:09:55 +00:00
Bill Currie 4001d2574b be sure to use the correct key for allocating effects dlights on players 2002-09-09 16:26:39 +00:00
Bill Currie d8c1c735a6 up MAX_PHYSENTS from 32 to (32 + MAX_PACKET_ENTITIES) (ie, 96). While this
will potentially slow down both client and server, player collision physics
will be more accurate as more entities will be clipped against (and the
client should never complain about physent overflow again).
2002-08-29 17:32:16 +00:00
Bill Currie abf1ef37dc convert the flag offset calculation from switch to a lookup table. this
should be a touch faster avoiding the extra jumps
2002-08-06 03:52:38 +00:00
Ragnvald Maartmann-Moe IV f0be492c75 Optimize CTF flag handling. 2002-08-03 17:20:07 +00:00
Ragnvald Maartmann-Moe IV 227491d929 Remove cl_predict_static, it doesn't need a cvar to control it anymore. Also some minor related cleanups. 2002-07-27 00:44:54 +00:00
Ragnvald Maartmann-Moe IV 587de27849 Another step towards QSG2 compliance. 2002-07-25 14:43:36 +00:00
Ragnvald Maartmann-Moe IV c8fcdd5813 Re-enable rendering lights on the player you are viewing from... 2002-07-03 00:37:28 +00:00
Ragnvald Maartmann-Moe IV 1478dcd9c9 Prune dead code. 2002-07-02 21:37:22 +00:00
Ragnvald Maartmann-Moe IV 1ca1154964 Speed up client nail packet parsing. 2002-07-02 18:07:51 +00:00
Ragnvald Maartmann-Moe IV aeab38fe4f Minor cleanups. 2002-06-30 16:19:37 +00:00
Ragnvald Maartmann-Moe IV a246015053 Order of operations fix for R_AddEfrags. 2002-06-19 17:32:39 +00:00
Ragnvald Maartmann-Moe IV 1ebc5e6fa1 Whitespace. 2002-06-19 17:01:31 +00:00
Bill Currie 5052e3db1f add qsg support for players and actually send EFFECTS2 and FRAME2 for
packet entities
2002-06-19 02:55:57 +00:00
Ragnvald Maartmann-Moe IV d2fadb2978 Temporary workaround for invisible players. 2002-06-18 23:50:53 +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 bc4c4588cc Minor cleanup. 2002-06-10 23:05:29 +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 f6c6d9f03e Add EF_DIMLIGHT to qw, make it work identically in nq. 2002-06-06 04:14:23 +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
Bill Currie 2b2c0401cf stuff player, beam and explosion entities into the map (rather than
building the render entity lists directly) so they get vis-clipped. The
benefits of this to newer gl cards/drivers or sw is negligable, but is a
pretty serious boost for the voodoo2 (~24%).
2002-04-25 04:30:03 +00:00
Bill Currie c310cd2235 correct some email addresses 2002-04-12 17:54:12 +00:00
Bill Currie e386a02292 make sure unused player slots are skipped when linking (should fix elmex'
segfault)
2002-03-15 16:49:40 +00:00
Bill Currie 777495e069 hopefully fix our rocket trail problem 2002-03-14 21:33:56 +00:00
Bill Currie 7c3f58e08e this should fix elmex's segfault 2002-03-12 19:44:10 +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