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
08990ebb5a
Make top/bottom color work for GLSL.
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Works quite nicely (love those colormaps).
2012-01-23 19:24:12 +09:00
Bill Currie
9a4b065eaf
Fix top/bottom colors for the SW renderers.
2012-01-23 17:33:19 +09:00
Bill Currie
6437a77021
Fix glsl qw alias model crc checking.
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GLSL alias models don't use the cache, so don't try to access the data via
the cache.
2012-01-23 16:47:43 +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
bfa28f1a84
Fix an out-by-one error.
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The recent sanitization of nummodels lost the last model in qw due to the
insane way in which the model list is built. oops.
2012-01-12 11:28:25 +09:00
Bill Currie
ffa79eed01
Don't lie about the number of models.
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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.
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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
0e76e1b9bf
Sign extend the size read from the download packet.
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This fixes qw-client "hanging" on a missing download file. Hopefully fixes
the OpenBSD crash, too.
2011-12-10 21:38:44 +09:00
Bill Currie
a3f0a559a5
Fix a segfault when centerprinting.
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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
be8277c8c4
Sanitize some of the differences in cl_parse.c.
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Most of the differences in CL_ParseServerMessage are now protocol specific.
2011-09-04 09:58:12 +09:00
Bill Currie
9afb691dd9
Change MSG_ReadShort to return an unsigned short.
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Avoiding the sign extension by default seems to be more useful.
2011-09-04 09:58:12 +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
62b17d3629
Split out the entity linking code.
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This should smooth the merge process a little.
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
01144d23cf
Add a new gcc warning option and fix the two bugs it found.
2011-03-17 19:58:56 +09:00
Bill Currie
90fcbefaff
Don't use entity_t's next for linking static enitities.
2010-12-25 19:59:34 +09:00
Bill Currie
a4b97e9e2e
Dynamic entity allocation. Unlimited static entities.
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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
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
cbee789fe1
Change ProgPath to ModelPath and dir.progs to dir.models.
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The default is still $path/progs, as that is what is expected by the
game-code.
2010-08-25 13:31:13 +09:00
Bill Currie
a51e888a1b
Nuke MAX_OSPATH and clean up the mess.
2010-08-25 13:31:08 +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
3b906fa5f1
must remember to nuke MAX_STATIC_ENTITIES
2007-10-09 10:29:40 +00:00
Bill Currie
12535ec1f9
error checking :)
2007-03-24 14:20:20 +00:00
Bill Currie
a4f9363566
get the basics of http download working. need error checking.
2007-03-24 13:57:07 +00:00
Bill Currie
32c1127b57
that was a bit of a mistake, but it did highlight bugs :)
2007-03-24 10:38:16 +00:00
Bill Currie
657baba8a9
always call QFS_Gamedir on receipt of the server info
2007-03-23 13:09:09 +00:00
Bill Currie
b8712f2211
check that newname isn't "" rather than that it isn't null (never will be)
2007-03-21 11:35:45 +00:00
Bill Currie
ca37474f0d
remove the magic numbers from the download protocol
2007-03-20 14:41:54 +00:00
Bill Currie
fa011b55d1
client side of http transfer support (untested)
2007-03-20 14:16:43 +00:00
Bill Currie
a2b1cc7845
I think I found the correct place for the state change
2007-03-18 21:56:14 +00:00
Bill Currie
659d95221e
hopefully fix both the "get stuck waiting for 3d" bug and the null worldmodel bug.
2007-03-18 03:37:37 +00:00
Bill Currie
3fb03fc2be
hah, should have been using __attribute__((used)) all that time (rather
...
than __attribute__((unused))). fixes the missing console in -x11
2005-08-04 15:27:09 +00:00
Bill Currie
621e97d7ad
break out map_cfg from cl_parse.c so the server can use it too. (at the
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behest of DrSpliff:)
2005-06-19 06:29:50 +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
9dcd2333d9
Serious mvd surgery. Interpolation of player position/angle is no longer
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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
6d329e0118
work around "player name exploit" problems caused by qizmo (happens when
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someone connects to the server)
2004-05-30 22:36:34 +00:00
Bill Currie
9ed9832789
bring back the alpha setting for dlights (finally found out what it was
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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
ab52e74874
Grievre's skin DoS fix
2004-04-04 02:34:05 +00:00
Bill Currie
bd58f350dd
remove debug print (oops)
2004-03-06 04:34:13 +00:00
Bill Currie
a3934f8841
more progress for qtv
2004-03-05 23:42:15 +00:00
Bill Currie
37024a4419
final (?) cleanup of center printing. turns out there's no reason to keep
...
it in the renderer and every reason to pull it out (ok, some might
disagree:)
2004-03-02 03:55:18 +00:00
Bill Currie
1033f7e322
move qw/include/protocol.h to include/qw/protocol.h making life easier
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qtv can now connect to a server (won't stay connected though)
2004-02-21 02:31:22 +00:00