quakeforge/include/client
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
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).
2023-08-04 15:08:56 +09:00
..
chase.h [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
effects.h [scene] Move dynamic lights into the scene ECS 2023-08-04 15:08:56 +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