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Add a trivial cgame module which can view a map #1430
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is there some plan to make it loaded by default if there is no game? |
No. The uses I have in mind are renderer testing, and making sure there are no build errors in the shared gamelogic. The way I deploy it for renderer testing is building it in a separate directory and using |
Fixed color grading in a less hacky way and changed a shader to |
Is there something preventing to name this command |
There is an engine command named |
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A shared header defined snapshot_t which was used in both the client and cgame, but with different definitions of the player state struct. For the cgame definition of playerState_t it included the file shared/bg_public.h from the gamelogic. Instead of this define an ipcSnapshot_t type which has a consistent definition and is used for IPC messages. Now snapshot_t will be defined and used only in the cgame.
This is a cgame module that simply loads and displays a map, with no entities. It can be useful to quickly test how a map renders or to make sure a simple gamelogic builds correctly in the CI.
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LGTM.
Stacked on #1421.
Add a cgame module that simply loads and displays a map, with no entities. It can be useful to quickly test how a map renders or to make sure a simple gamelogic builds correctly in the CI.
loadmap
is the command to enter a map. The only way to change position for now issetviewpos
.Future directions:
testmodel
to Daemon and build them in