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8464d71264
This is the beginning of adding ECS to QF. While the previous iteration of hierarchies was a start in the direction towards ECS, this pulls most of the 3d-specific transform stuff out of the hierarchy "objects", making all the matrices and vectors/quaternions actual components (in the ECS sense). There's more work to be done with respect to the transform and entity members of hierarchy_t (entity should probably go away entirely, and transform should become hierref_t (or whatever its final name becomes), but I wanted to get things working sooner than later. The motivation for the effort was to allow views to use hierarchy_t, which should be possible once I get entity and transform sorted out. I am really glad I already had automated tests for hierarchies, as things proved to be a little tricky to get working due to forgetting why certain things were there. |
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audio | ||
client | ||
console | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |