quakeforge/libs/client
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_chase.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
cl_effects.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
cl_entities.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
cl_input.c Merge branch 'master' into wip-twod 2022-09-22 10:06:00 +09:00
cl_light.c [client] Auto-detect light color range 2022-09-22 09:35:44 +09:00
cl_particles.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
cl_temp_entities.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
cl_view.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
cl_world.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
default_input.plist [client] Add bindings for load and quickload in demos 2021-12-24 06:45:13 +09:00
hud.c [view] Add a cexpr enum for grav_t 2022-04-24 21:09:58 +09:00
locs.c [renderer] Move some functions from plugins to main lib 2022-03-07 13:40:04 +09:00
Makemodule.am [vulkan] Move non-specific lighting code out of Vulkan 2022-05-05 23:49:30 +09:00
old_keys.c [client] Block binding of the escape key 2021-11-28 23:22:11 +09:00