quakeforge/libs/client
Bill Currie 7294a77356 [client] Put dynamic lights on separate entities
Dynamic lights can't go directly on visible entities as one or the other
will fail to be queued. In addition, the number of lights on an entity
needs to be limited. For now, one general purpose light for various
effects (eg, quad damage etc) and one for the muzzle flash.
2023-08-05 01:42:15 +09:00
..
cl_chase.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
cl_effects.c [client] Put dynamic lights on separate entities 2023-08-05 01:42:15 +09:00
cl_entities.c [ecs] Move ECS core into its own library 2022-10-26 17:24:03 +09:00
cl_input.c [client] Correct the description of move.up axis 2023-07-12 00:40:37 +09:00
cl_light.c [scene] Put lights into the bsp tree via efrags 2023-07-22 17:53:07 +09:00
cl_particles.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
cl_screen.c [ui] Make Canvas_SetLen operate on only one canvas 2023-07-08 20:56:40 +09:00
cl_temp_entities.c [client] Put dynamic lights on separate entities 2023-08-05 01:42:15 +09:00
cl_view.c [scene] Implement Scene_FreeAllEntities (and use it) 2023-07-22 16:50:18 +09:00
cl_world.c [client] Put dynamic lights on separate entities 2023-08-05 01:42:15 +09:00
default_input.plist [client] Add bindings for load and quickload in demos 2021-12-24 06:45:13 +09:00
hud.c [ui] Remove some extra debug outlines 2023-01-21 11:20:09 +09:00
locs.c [scene] Move dynamic lights into the scene ECS 2023-08-04 15:08:56 +09:00
Makemodule.am [client] Switch to using canvases for screen and hud 2023-01-21 03:43:18 +09:00
old_keys.c [client] Block binding of the escape key 2021-11-28 23:22:11 +09:00
sbar.c Nuke qboolean from orbit 2023-06-13 18:06:11 +09:00