Commit graph

195 commits

Author SHA1 Message Date
myT
33a2c4ad6e fixed changelog formatting 2022-12-11 19:13:06 +01:00
myT
3e18b2d0e1 forcing the nopicmip flag on specific texture folders
for now: "textures/npmenv" and "textures/npmpads"
2022-12-11 19:12:40 +01:00
myT
952da7c009 added the -f option to /writeconfig 2022-12-05 21:07:06 +01:00
myT
a7e87a065b fixed the reported selected MSAA sample counts for GL2/GL3 2022-12-04 01:02:37 +01:00
myT
69c1bee127 simplified and improved r_vertexLight handling 2022-12-03 04:57:58 +01:00
myT
cfdba32b24 added /imageinfo and /shadermixeduse 2022-11-25 03:32:41 +01:00
myT
b517f56959 only print warnings for excessive sound loads with /developer 1 2022-11-22 22:19:35 +01:00
myT
a7a233699e bots can no longer get timed out
this was just annoying when testing things
one less CVar to remember and set...
2022-11-06 02:36:15 +01:00
myT
f401f742ee added a new demo player with fast seeking support
added cl_demoPlayer and cl_escapeAbortsDemo
2022-11-04 05:01:00 +01:00
myT
be0746dfc4 fixed read-only CVar registration keeping the existing value 2022-10-23 05:23:27 +02:00
myT
c8c9bef131 added r_depthClamp and cap_DepthClamp 2022-10-23 02:58:20 +02:00
myT
74acd92d91 fixed the D3D projection transform not matching GL 2022-10-18 19:09:14 +02:00
myT
3dc34d47f3 replaced the CPU image resampling functions with something better 2022-06-17 01:59:56 +02:00
myT
0ee2a50e90 image read/write errors print warnings instead of causing drop errors 2022-06-17 01:53:32 +02:00
myT
e56a11b638 added /shaderinfo 2022-05-28 16:50:42 +02:00
myT
75f0635f3f fixed /video writing incorrect audio stream lengths to the AVI file headers 2022-05-26 22:52:25 +02:00
myT
8e563d6c4a fixed Info_Print crashing when a token is too long
too long being >= 512 but < BIG_INFO_KEY/BIG_INFO_VALUE
Info_NextPair will still crash when key/value string lengths exceed BIG_INFO_KEY/BIG_INFO_VALUE
2022-05-26 17:22:20 +02:00
myT
bf0c8ec492 using an updated icon courtesy of deft 2022-05-04 18:28:57 +02:00
myT
533e0872c1 added console mark mode 2022-04-30 04:03:47 +02:00
myT
3f189e58be added console search 2022-04-29 21:18:50 +02:00
myT
866b93ef5e turned r_showtris and r_shownormals into bitmasks 2022-04-29 21:12:01 +02:00
myT
4670a811c1 added r_ignoreShaderSortKey as a work-around for broken maps 2022-04-24 22:44:25 +02:00
myT
8c32b986f6 added r_mapGreyscale and r_mapGreyscaleCTF 2022-04-23 23:38:06 +02:00
myT
f99c223495 fixed crashes when a DL affects a transparent surface with r_lightmap 1 2022-04-14 00:37:00 +02:00
myT
a47c8c8dd1 added net_proxy 2022-04-12 04:31:03 +02:00
myT
1544a61cfc added waitms 2022-04-12 04:18:32 +02:00
myT
9e445bc284 fixed vertex lighting applying to non-lightmapped surfaces 2022-04-12 04:12:38 +02:00
myT
51863892f0 no longer denying looping sounds
this is mostly undoing e50a60fe17
and warning when delayed loads happen in quick succession

with this change:
- we no longer block legit looping sounds like the RG hum
- we only warn when there are too many loads instead of spamming for legit stuff
2022-04-11 00:40:27 +02:00
myT
dbfb3c5028 fixed delayed shader loads leading to incorrect rendering and crashes (dynamic lights) 2022-04-10 22:14:19 +02:00
myT
fa1cee73e0 fixed CL_NextDemo not being called after a drop error or fopen failing 2022-04-09 03:50:16 +02:00
myT
7923a0a94e fixed a Linux/FreeBSD start-up crash 2022-04-08 21:29:19 +02:00
myT
c534ed8048 fixed the alpha channel blend factors in the D3D11 backend 2020-11-06 02:48:55 +01:00
myT
3e0f5b2760 fixed RB_CalcTurbulentTexCoords by using the correct vertex offset
it got broken with db4fb31658
2020-10-27 00:30:13 +01:00
myT
55ed0e80af r_lightmap 1 now handles most alpha-tested surfaces 2020-10-20 01:55:53 +02:00
myT
e50a60fe17 sound loads during gameplay print warnings and get denied for looping sounds 2020-10-15 05:07:55 +02:00
myT
bb9e814837 throwing a fatal error when com_soundMegs is too low for a map load 2020-10-15 05:04:01 +02:00
myT
a4397252c3 com_soundMegs now defaults to 16 2020-10-15 04:48:41 +02:00
myT
ad2d3386a6 D3D11 now does depth clipping and the near clip plane distance is now 1 2020-10-11 18:24:35 +02:00
myT
e0b04b55c3 cl_aviFrameRate now defaults to 60 2020-10-09 04:57:02 +02:00
myT
0af1422190 Windows audio output device sampling rate is now 44.1 kHz 2020-10-09 04:51:21 +02:00
myT
8adf87e7c7 fixed .avi files starting with silence when not first in the sequence 2020-10-09 04:28:37 +02:00
myT
78cf275a62 fixed depth fade with MSAA in the GL3 backend 2020-10-08 03:55:40 +02:00
myT
427172edcf fixed D3D11 device resets being sometimes treated as fatal errors
after getting DXGI_ERROR_DEVICE_REMOVED or D3DDDIERR_DEVICEREMOVED,
GetDeviceRemovedReason can return DXGI_ERROR_DEVICE_RESET
this particular case should trigger a video restart instead of a fatal error
2020-07-07 09:07:53 +02:00
myT
a5c820644a CVar slots that have been freed can now be allocated again 2020-07-07 04:25:21 +02:00
myT
7412c4b373 added r_alphaToCoverageMipBoost and did some other changes to A2C
- r_alphaToCoverageMipBoost scales the alpha value based on the current texture LoD
  this prevents the "fading with distance" effect
- mip 0 dimensions are tested to decide whether contrast boosting around 0.5 is enabled
  this is to deal with high r_picmip configs
- improved algorithm for excellent sharpness and minimized temporal artefacts
- GLSL 4.00 is required for the GL3 backend to use A2C (for textureQueryLod)
2020-07-07 03:49:52 +02:00
myT
70ba2e7939 fixed and improved GL3 shader uniforms caching 2020-06-20 02:28:55 +02:00
myT
6fcabd83b7 fixed D3D11 partial render target clears
viewport/scissor settings do NOT apply to:
- ClearDepthStencilView
- ClearRenderTargetView

hence this fix
2020-06-18 04:19:34 +02:00
myT
05d92ab6f0 1.52 release 2020-06-01 21:08:56 +02:00
myT
d6f77a9b35 fixed crashes due to render command list overflows
also increased the buffer's size (e.g. to draw all chars in the console in 4K)

one of the crashes happens in R_SortDrawSurfs:
-> render command list is too full
-> RE_EndFrame returns early because it can't allocate RC_SWAP_BUFFERS
-> R_ClearFrame in RE_EndFrame doesn't get called
-> the next frame starts with r_firstSceneDrawSurf etc. not being reset to 0
-> r_firstSceneDrawSurf becomes really close to the maximum draw surface limit
-> the draw surface list is iterated incorrectly (no wrapping handled)
-> we fetch a draw surface we shouldn't
-> its sort key gets decoded and we get an invalid sorted shader index
-> we fetch a NULL shader at that index location
-> we attempt to read shader->sort
-> we crash reading address 76
-> 76 bytes is exactly the offset of the sort member into the shader_t struct
2020-05-08 03:38:26 +02:00
myT
1cf28d87fe r_speeds is no longer cheat-protected 2020-04-28 17:20:02 +02:00