Commit Graph

176 Commits

Author SHA1 Message Date
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
myT 1994475982 renamed r_noiseScale to r_ditherStrength for consistency 2020-04-28 17:04:43 +02:00
myT 718b966414 depth fade fixes and improvements
- renamed r_softSprites to r_depthFade
  the term's more descriptive and it helps that UE4 uses it
- fixed the GL3 fragment shader halving the depth bias
- fixed the D3D11 pixel shader only fetching depth sample 0
  not fixed for GL3 yet, see the code comments for that
- added support for more blend states
- added the q3map_cnq3_depthFade general shader directive
2020-04-26 16:32:51 +02:00
myT a5e28eb08f added r_transpSort and we can now sort all surface types by depth
also fixed up RE_AddPolyToScene's overflow check
2020-04-16 05:01:48 +02:00
myT 0fcd462244 improved the map download initiation logic and updated the CNQ3 map server addresses 2020-04-06 03:46:14 +02:00
myT a5b6ee33da made more keys bindable on Linux/FreeBSD and /bind now accepts uppercase hex digits 2020-04-04 03:20:03 +02:00
myT d5984db690 removed r_nobind and r_showImages, wrote help etc. for the renderer's other temp/cheat CVars 2020-04-02 05:06:00 +02:00
myT 9e061c4aff increased the small zone's size 2020-03-30 03:55:21 +02:00
myT 89aca4069e now fixing up the CVar hash table in Cvar_Nuke 2020-03-30 03:09:25 +02:00
myT ae30c5a311 r_mapBrightness can now be used with r_fullbright for lightmapped surfaces 2020-02-27 05:26:19 +01:00
myT 69d6cdf42b fixed r_detailTextures 0 messing up shaders 2020-02-27 05:22:06 +01:00
myT f773d2a783 fixed dynamic light face culling using the untransformed (world-space) light position 2020-02-26 23:01:28 +01:00
myT 36f363b47a D3D11 tweaks, added r_d3d11_presentMode, removed r_d3d11_maxQueuedFrames
the D3D11 tweaks:
- better error message formatting
- D3DDDIERR_DEVICEREMOVED from Present is a fatal error too
- synchronized offsets is always the automatic behavior for now
  it turns out that split mode isn't always the fastest for nVidia
2020-02-24 01:48:43 +01:00
myT 85583acc9c dynamic lights apply to even more surfaces and have a nicer fall-off
- ditched vertex colors (not wanted) and alpha tests (not needed) in the shaders
- using a Bezier fall-off to get much softer edges
- added no-depth-write transparent surfaces support by adjusting the depth test
- multiplying the diffuse texture's color by its alpha in non-opaque passes
- fixed triangle rejection based on cull type and normal direction
- reflecting normals in shaders to support two-sided surfaces
- rejecting surfaces with no diffuse stage or bad blend states as early as possible
- liquids get lit weaker than other surfaces
2020-02-21 08:26:12 +01:00
myT 8ef496d22b reverting to old code for .tga image decoding, but with tweaks and fixes
the problem is that stb_image can and will allocate much more than it needs to
e.g. for a 2048x2048 BGR image:
it allocates an unnecessary intermediate 12 MB buffer to decode the image
instead of decoding it directly into the final 16 MB RGBA buffer

the old CNQ3 code didn't decode greyscale properly because of a missing macro call
it also didn't range-check memory accesses at all
2020-02-18 04:42:28 +01:00
myT 8a1d1c539b Escape down in cgame triggers CG_EVENT_HANDLING again instead of CG_KEY_EVENT
with that, CPMA demo playback and /protect work as intended again
2020-02-09 04:25:31 +01:00
myT 01ce4063b5 added r_lightmapGreyscale
thanks to Jakub 'kubaxvx' Matraszek for his contribution
2020-01-12 23:03:54 +01:00
myT e91f6e1c08 re-added r_textureMode to keep GL_NEAREST compatibility 2020-01-12 23:03:41 +01:00
myT 7d526ba6fc added FreeBSD support 2020-01-06 01:04:16 +01:00
myT 9cb02a32bf searching for valid sample counts for MSAA in GL2 and GL3 instead of failing 2019-12-26 16:24:22 +01:00