mirror of
https://git.code.sf.net/p/quake/quakeforge
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35ec2ebb4c
While the insertion of dlights into the BSP might wind up being overly expensive, the automatic management of the component pool cleans up the various loops in the renderers. Unfortunately, (current bug) lights on entities cause the entity to disappear due to how the entity queue system works, and the doubled efrag chain causes crashes when changing maps, meaning lights should be on their own entities, not additional components on entities with visible models. Also, the vulkan renderer segfaults on dlights (fix incoming, along with shadows for dlights). |
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.. | ||
cl_cam.h | ||
cl_chat.h | ||
cl_demo.h | ||
cl_ents.h | ||
cl_http.h | ||
cl_input.h | ||
cl_main.h | ||
cl_parse.h | ||
cl_pred.h | ||
cl_skin.h | ||
cl_slist.h | ||
client.h | ||
crudefile.h | ||
game.h | ||
host.h | ||
Makemodule.am | ||
map_cfg.h | ||
server.h | ||
sv_demo.h | ||
sv_gib.h | ||
sv_pr_cmds.h | ||
sv_pr_cpqw.h | ||
sv_pr_qwe.h | ||
sv_progs.h | ||
sv_qtv.h | ||
sv_recorder.h |