quakeforge/include/client
Bill Currie 9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.
2022-05-05 23:49:30 +09:00
..
chase.h [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
effects.h [client] Use vec4_t in entity_state_t 2021-03-11 16:19:49 +09:00
entities.h [renderer] Support multiple entity queues 2022-03-05 02:05:39 +09:00
hud.h [view] Add a cexpr enum for grav_t 2022-04-24 21:09:58 +09:00
input.h [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
locs.h [client] Pass time into locs_draw 2022-02-28 16:57:43 +09:00
particles.h [renderer] Clean up particles a little 2022-03-29 14:43:38 +09:00
state.h [qw] Use efrags for carried flags 2021-07-22 19:35:12 +09:00
temp_entities.h [renderer] Support multiple entity queues 2022-03-05 02:05:39 +09:00
view.h [renderer] Move cshift defs into client 2022-03-29 14:46:46 +09:00
world.h [vulkan] Move non-specific lighting code out of Vulkan 2022-05-05 23:49:30 +09:00