quakeforge/nq/include
Bill Currie d69355f521 [renderer] Support multiple entity queues
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
2022-03-05 02:05:39 +09:00
..
cl_skin.h Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
client.h [renderer] Support multiple entity queues 2022-03-05 02:05:39 +09:00
game.h [quakefs] Take in the pointer to the global hunk 2021-12-24 06:45:13 +09:00
host.h [client] Merge nq and qw cl_view 2022-02-28 12:12:51 +09:00
Makemodule.am Fix some distcheck issues 2022-03-01 10:12:50 +09:00
protocol.h Move entity_state_t into client/entities.h 2012-07-05 09:39:16 +09:00
server.h [gamecode] Pass registered data pointer to builtins 2022-02-14 12:28:38 +09:00
sv_pr_cmds.h [gamecode] Pass registered data pointer to builtins 2022-02-14 12:28:38 +09:00
sv_progs.h [nq,qw] Fix segfault when calling think 2022-02-06 21:20:00 +09:00