Make CheckStack return an error code if we have recursed and print
some information about the offending leaf/portals before continuing.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Importing parts of this from TyrQuake - means that the base type used for
managing the bit vectors is unsigned long. Not really a performance win or
anything here, just a bit nicer to not have to cast from (byte *) to
(long *) - just adds a little extra work before writing out the compressed
data.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Make the base portal vis thread safe and run on multiple threads. Use the
common thread progress indicator code.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Add -vv option to hide extra verbose messages behing. Move a couple of
debug messages to the extra verbose level.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
When a portal is completed, check the updated vis information for leafs
that can no longer be seen from the leaf the portal is attached to. Update
the portals on these no-longer-visible leaves to indicated that they can
no longer see our leaf.
Seems to be at least a small gain on my test maps. I suspect there is
some further improvement to be gained by taking better advantage of this
optimisation by changing out choice of portals in GetNextPortal. Couldn't
find anything trivial that worked though.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>