quakeforge/include/client
Bill Currie c0f8d102ad [scene] Implement Scene_FreeAllEntities (and use it)
I guess I wasn't sure how to find all the allocated entities from within
the registry, but it turned out to be trivial. This takes care of leaked
static entities (and, in a later commit, leaked light entities, which is
how I found the problem).
2023-07-22 16:50:18 +09:00
..
chase.h [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
effects.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
entities.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
hud.h [client] Switch to using canvases for screen and hud 2023-01-21 03:43:18 +09:00
input.h [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
locs.h Nuke qboolean from orbit 2023-06-13 18:06:11 +09:00
particles.h [renderer] Clean up particles a little 2022-03-29 14:43:38 +09:00
sbar.h Nuke qboolean from orbit 2023-06-13 18:06:11 +09:00
screen.h [client] Switch to using canvases for screen and hud 2023-01-21 03:43:18 +09:00
state.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
temp_entities.h Nuke qboolean from orbit 2023-06-13 18:06:11 +09:00
view.h [scene] Implement Scene_FreeAllEntities (and use it) 2023-07-22 16:50:18 +09:00
world.h [scene] Implement Scene_FreeAllEntities (and use it) 2023-07-22 16:50:18 +09:00