quakeforge/libs/client
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_chase.c [client] Set camera rotation for chase mode 1 2022-03-02 19:13:58 +09:00
cl_effects.c [particles] Merge particle spawning into client 2021-12-24 06:45:13 +09:00
cl_entities.c [renderer] Support multiple entity queues 2022-03-05 02:05:39 +09:00
cl_input.c [client] Get the chase camera working with input 2022-03-01 16:07:04 +09:00
cl_particles.c [client] Clean up a stray reference to the renderer 2021-12-24 06:45:13 +09:00
cl_temp_entities.c [renderer] Support multiple entity queues 2022-03-05 02:05:39 +09:00
cl_view.c [renderer] Support multiple entity queues 2022-03-05 02:05:39 +09:00
cl_world.c [renderer] Support multiple entity queues 2022-03-05 02:05:39 +09:00
default_input.plist [client] Add bindings for load and quickload in demos 2021-12-24 06:45:13 +09:00
hud.c [client] Merge nq and qw cl_view 2022-02-28 12:12:51 +09:00
locs.c [client] Pass time into locs_draw 2022-02-28 16:57:43 +09:00
Makemodule.am [renderer] Support multiple entity queues 2022-03-05 02:05:39 +09:00
old_keys.c [client] Block binding of the escape key 2021-11-28 23:22:11 +09:00