Bill Currie
4d66fc175a
Avoid processing skins every frame.
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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
19dc579a5a
Fix custom player skins for the sw renderers.
2012-01-23 23:38:32 +09:00
Bill Currie
7bfddd7ffe
Gut most of the old skin code.
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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
3eb859a88f
Move the entity transform setup into the clients.
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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.
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That's not the direction I wish to take the renderer.
2011-12-13 17:01:15 +09:00
Bill Currie
28d9c7234c
A bit more diff reduction before attempting to merge client code.
2011-09-04 09:58:12 +09:00
Bill Currie
765b9ebb65
Split up the qw entity handling code.
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More pre-merge organization.
2011-09-04 09:58:11 +09:00
Bill Currie
efa0105748
Rename some headers to fix doxygen warnings.
2011-07-23 15:58:45 +09:00
Bill Currie
0f7390dd60
Clean up all the "set but not used" warnings.
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gcc on my system is failing to treat this specific warning as an error :/
2011-06-19 10:48:02 +09:00
Bill Currie
14480fd1b4
Move the call to R_ClearEnts to the renderer.
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This fixes the hang on certain maps in qw-client.
2010-12-25 19:59:34 +09:00
Bill Currie
cd660f6804
Fix smoke trails that were broken by the efrags commit.
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The efrags system's usage of ent->visframe clashes with that of
CL_LinkPacketEntities. As the latter is rather bogus, and potentially
visible entities are always inserted into the map (causing ent->efrag to be
non-null), a null ent->efrag is a good indication that the entity is newly
visible.
2010-12-03 21:01:52 +09:00
Bill Currie
3b08ac89d0
Unlink the entity's efrags when removing the entity.
2010-12-03 17:15:11 +09:00
Bill Currie
a6941e27ef
Eliminate MAX_VISEDICTS. Unlimited visible entities.
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The renderer can now render as many entities as can be crammed into the
currently visible set of nodes.
2010-12-03 14:59:02 +09:00
Bill Currie
abe0c50a2a
Use efrags with packet entities.
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This fixes brush models in the software renderers.
2010-12-03 14:10:53 +09:00
Bill Currie
79796c1b16
Split out the MVD Playerinfo parsing into its own function.
2010-12-02 17:11:33 +09:00
Bill Currie
d24837af4a
Make nails use temp entities.
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While reading the code, I noticed the comment stating that qw projectiles
(nails) are really temp entities, so I decided to make that true. The
client now supports unlimited projectiles.
2010-12-01 17:15:28 +09:00
Bill Currie
cacd2fb895
FiztQuake's lerping system.
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Seems to be mostly working. I get some funny results for zombies, but that
might be moving and turning at the same time causing issues.
2010-11-26 16:20:05 +09:00
Bill Currie
8c4fe2f844
Rename Sys_DPrintf to Sys_MaskPrintf.
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We now have finer runtime control over what gets printed. Need to do a
SYS_DEV audit, creating new masks as apropriate.
2010-11-26 16:19:26 +09:00
Bill Currie
997102fea8
audit the usage of "only"
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There are still a few iffy places (notably around certain prepositions), but
the relevant sentences are now much easier to read.
2010-01-13 06:42:26 +00:00
Bill Currie
d66934942d
nuke Con_Printf and Con_DPrintf and use Sys_* instead
2007-11-06 10:17:14 +00:00
Bill Currie
d1e2b6b7d2
make the raw particle creation functions available and use them for creating the location marker effect rather than WizSpikeEffect
2007-09-15 04:20:45 +00:00
Bill Currie
3fb03fc2be
hah, should have been using __attribute__((used)) all that time (rather
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than __attribute__((unused))). fixes the missing console in -x11
2005-08-04 15:27:09 +00:00
Bill Currie
bebfe1594d
clean out some old cruft
2005-05-09 02:01:02 +00:00
Bill Currie
a409ea4a74
spawn code complete
2005-05-08 08:04:50 +00:00
Bill Currie
cd2f9434fc
proxy now stays connected :) also gets the server data packet. most changes
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due to move of pmove.h
2005-05-02 04:09:15 +00:00
Bill Currie
d308d324cc
o misc little cleanups
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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
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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
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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:
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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
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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
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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
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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
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
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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
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should be a touch faster avoiding the extra jumps
2002-08-06 03:52:38 +00:00