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Bill Currie 00d1ae0b91 [ecs] Invalidate entity in hierarchy before removal
I'm not sure just what was going on other than *other* components were
getting double-removed when the hierarchy reference component was
removed when the entity was being deleted. This might even prevent
issues with removing the hierarchy from an entity that's not being
deleted as the pre-invalidation prevents the removal from deleting the
entity.
2023-03-07 02:00:19 +09:00
config.d
debian
desktop
doc
hw
include [vid] Allow render systems to unload late 2023-03-06 21:15:15 +09:00
libs [ecs] Invalidate entity in hierarchy before removal 2023-03-07 02:00:19 +09:00
m4
nq
pkg-config
qtv
qw [qw] Update http_progress for recent curl 2023-02-14 12:45:04 +09:00
RPM
ruamoko [ruamoko] Plug another memory leak 2023-03-05 22:41:59 +09:00
tools [qfcc] Actually skip compile for -E etc 2023-03-06 13:06:05 +09:00
.gitignore
bootstrap
configure.ac
COPYING
INSTALL
Makefile.am
NEWS
README.md
TODO

QuakeForge

QuakeForge is descended from the original Quake engine as released by Id Software in December 1999, and can be used to play original Quake and QuakeWorld games and mods (including many modern mods). While this will always be the case, development continues.

However, QuakeForge is not just a Quake engine, but includes a collection of tools for creating Quake mods, and is progressing towards being a more general game engine.

Quake and QuakeWorld

Support for Quake and QuakeWorld is split into two program sets: nq for Quake and qw-client for QuakeWorld, with the target system as an additional suffix: -x11 For the X Window system (Linux, BSD, etc), -win for MS Windows (plus others that are not currently maintained).

Both nq and qw-client support multiple renderers: 8-bit software, 32-bit software, OpenGL 2, EGL (mostly, one non-EGL function is used), and Vulkan (very WIP), all within the one executable.

Dedicated servers for both Quake (nq-server) and QuakeWorld (qw-server) are included, as well as a master server for QuakeWorld (qw-master).

Tools

QuakeForge includes several tools for working with Quake data:

  • bsp2image produces wireframe images from Quake maps (bsp files)
  • io_mesh_qfmdl for importing and exporting Quake mdl files to/from Blender
  • io_qfmap for Quake map source files (WIP Blender addon)
  • pak create, list and extract Quake pak files. There's also zpak which can be used to compress the contents of pak files using gzip (QuakeForge has transparent support for gzip compressed files)
  • qfbsp for compiling map files to bsp files, includes support for vis clusters, and can be used to extract data and information from bsp files.
  • qfcc is QuakeForge's version of qcc, but is significantly more advanced, with support for standard C syntax, including most C types, as well as Objective-C object oriented programming (Ruamoko). Most of the advanced features require the QuakeForge engine, but qfcc can produce progs files compatible with the original Quake engine with limited support for some of the advanced featuers (C syntax, reduced global usage, some additional operators (eg, better bit operators, remainder (%)). Includes qfprogs for inspecting progs files.
  • qflight creates lightmaps for Quake maps
  • qfvis for compiling PVS data for Quake maps. One of the faster implementations available.
  • Plus a few others in various stages of usefulness: qflmp, qfmodelgen, qfspritegen, wad, qfwavinfo

Building

For now, please refer to INSTALL for information on building on Linux. Building for windows is done by cross-compiling using MXE. There are scripts in tools/mingw and tools/mingw64 that automate the process of configuring and building both the tools run on the build-host and the windows targets.