quakeforge/nq/include
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00
..
cl_skin.h Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
client.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
game.h [cvar] Clean up most misinterpreted cvar types 2022-04-24 20:04:06 +09:00
host.h [nq] Remove some more bandaids 2022-05-26 17:10:23 +09:00
Makemodule.am Fix some distcheck issues 2022-03-01 10:12:50 +09:00
protocol.h [nq] Move usercmd_t to protocol.h 2022-06-03 15:42:10 +09:00
server.h [sound] Remove a pile of unwanted sound.h includes 2022-06-03 15:43:53 +09:00
sv_pr_cmds.h [gamecode] Pass registered data pointer to builtins 2022-02-14 12:28:38 +09:00
sv_progs.h [gamecode] Clean up progs data access 2022-04-29 16:59:15 +09:00