myT
b517f56959
only print warnings for excessive sound loads with /developer 1
2022-11-22 22:19:35 +01:00
myT
f7a1d6655e
fixed invalid printf argument lists
...
the CL_AddKeyUpCommands case was quite peculiar:
"time" wasn't a variable but the standard C library function
2022-11-22 20:34:46 +01:00
myT
79b2457783
added printf annotations for VC++'s analyzer
2022-11-22 20:20:45 +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
af52b71e03
fixed the void argument list in DEF_TRAP_0 to help catch mistakes
2022-11-05 05:01:17 +01:00
myT
ea435faf1f
added a legend to clarify the output of /shaderlist
2022-11-04 23:16:33 +01:00
myT
0be40a60a7
the new demo player now has smoother animations at low time scales
2022-11-04 05:06:38 +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
9f90a6ee8b
added Sys_IsDebuggerAttached and Q_assert
2022-11-04 04:46:04 +01:00
myT
6dbf731973
improved the VM argument type conversion shim
2022-11-04 04:40:23 +01:00
myT
439177057c
fixed FS_FileForHandle's range check
2022-11-04 04:36:05 +01:00
myT
2fd422c053
let the mod handle syscall fix-ups in a unified way across build types
2022-10-28 23:39:05 +02:00
myT
03ae2d0d05
removed a lot of unused code
2022-10-28 23:32:27 +02:00
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
1b74aed8b9
removed the useless myftol macro
2022-06-17 03:38:39 +02:00
myT
9895f3b895
fixed RB_RenderLitSurfList still crashing because of an invalid stage index
...
the first attempt was f99c223495
this is really not a proper fix since I haven't solved how it gets to that stage
but, knowing I will be deleting this whole part of the code soon enough anyway...
2022-06-17 03:26:36 +02:00
myT
928c9a71ec
added a clang-format config for use with new source files
2022-06-17 02:00:41 +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
2389b5db39
updated stb_image.h
2022-06-17 01:46:01 +02:00
myT
2aa92b3cde
a better way to deal with Clang's vexing parse warning
2022-06-01 03:53:52 +02:00
myT
e56a11b638
added /shaderinfo
2022-05-28 16:50:42 +02:00
myT
049793f8f9
made some expression more legible as originally intended
...
the code is equivalent since && has higher precedence than ||
in other words, I messed up but got it right by sheer luck
2022-05-26 23:12:02 +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
928a8df74a
fixed a potential 1-byte buffer overflow in CL_ServerInfoPacket
2022-05-26 22:29:00 +02:00
myT
dcb3c80998
added default to a switch statement to make it clear we didn't forget any case
2022-05-26 22:25:25 +02:00
myT
96e4d2d7cb
added a couple of explicit casts for Clang to keep quiet
2022-05-26 22:23:50 +02:00
myT
4b131f258c
no longer checking whether unsigned integers are negative...
2022-05-26 22:22:45 +02:00
myT
15d457adb0
no longer letting Clang complain about the size of an empty struct
2022-05-26 22:20:58 +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
83284b15c5
resetting the search line index when clearing the console
2022-04-30 18:53:36 +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
a12cf70700
fixed the r_mapGreyscaleCTF shader list
...
removed duplicates
fixed the q3wcp14 asymmetry
2022-04-29 21:04:45 +02:00
myT
4670a811c1
added r_ignoreShaderSortKey as a work-around for broken maps
2022-04-24 22:44:25 +02:00
myT
b8fd6e7c64
added the net_printoverhead and net_clearoverhead dev functions
2022-04-24 22:40:01 +02:00
myT
8c32b986f6
added r_mapGreyscale and r_mapGreyscaleCTF
2022-04-23 23:38:06 +02:00
myT
178d91b000
removed the nextmap CVar
2022-04-22 23:30:24 +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
981f059b7b
do not replace older surfaces with newer ones but refuse to add new ones instead
...
surfaces added first are part of the map itself
it's better to drop e.g. some plasma cells rather than e.g. entire walls
it's also less error-prone to work with since we don't need to fix numbers on read
but only check on write in exactly 2 spots
also removed tr.shiftedEntityNum because it was unnecessary...
2022-04-10 21:45:59 +02:00
myT
1317ce54cb
added Sys_DebugPrintf
2022-04-10 21:24:36 +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
9b114e7886
fixed music playback crash in CPMA credits with s_musicvolume > 0
2022-04-08 21:41:26 +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
c12f7e8541
removed a redundant if statement
2020-11-05 03:55:37 +01:00
myT
b1df6ac8f7
added new stats to r_speeds 1 (shader changes, draw calls)
2020-11-05 03:50:58 +01:00
myT
f4e8e81ab5
fixed draw surface sorting
...
got broken with commit 633c5bd13c
2020-11-05 03:47:55 +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
7262b90655
no longer whining about mixed image settings with external lightmap atlases
2020-10-15 05:25:51 +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
45f66b1a88
added sys_compiler and sys_cplusplus to embed build information
2020-10-11 02:27:27 +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
dea818a260
fixed a D3D11 resource hazard warning about depth/stencil buffer bindings
...
swapped the calls back so that the depth buffer is never bound as both a RT and SRV at the same time
2020-10-09 04:01:26 +02:00
myT
6f7d4892df
added detailed live objects reporting for full shutdowns in D3D11 debug
...
the name tweaks are there because the run-time erroneously reports this warning:
"Existing private data of same name with different size found!"
2020-10-09 01:22:04 +02:00
myT
5466b65735
caching the pixel shader resource views in D3D11
2020-10-08 04:50:32 +02:00
myT
249bcb2d07
caching the current active texture slot in GL3
...
it reduces the total number of API calls by a good amount
2020-10-08 04:45:33 +02:00
myT
2aaf17b061
fixed the GL3 debug uniform location check
...
it would incorrectly trigger with r_alphaToCoverage 1 and r_msaa 0
2020-10-08 04:19:20 +02:00
myT
633c5bd13c
tweaked the draw surface sort key for better performance
...
it minimizes depth fade <-> generic pipeline transitions
2020-10-08 04:08:38 +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
49028a3f36
simplified the new D3D11 partial clear code to not needlessly change primitive topology
2020-07-07 04:44:31 +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
180a0187b7
fixed the R_AddWorldSurface optimization so it won't remove the sky
2020-06-20 03:04:00 +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
54ee6436fe
updated copyright years
2020-06-01 20:28:44 +02:00
myT
178a61b953
fixed r_mode 1 issues with the D3D11 backend (screenshots and scissor rects)
...
the issues were:
- screenshots were black because of mismatched dimensions in the CopyResource call
- display was showing garbage because the scissor rect was too large
2020-05-11 20:07:29 +02:00
myT
f484ee94a7
fixed alpha to coverage for the greater than 0 alpha test
2020-05-09 17:11:47 +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
a59875200c
fixed the D3D11 back-end sometimes colorizing mip level 0 with r_gpuMipGen 1 and r_colorMipLevels 0
...
it happened because the color channels for blendColor weren't initialized,
that memory could have at least one channel initialized as a NaN value and
throwing a NaN in the shader logic would break it
2020-04-16 05:24:11 +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
4e9d0ad709
fixed the soft sprite status console print always saying it's "ON" with GL3 and D3D11
2020-04-05 06:40:34 +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
546296e6ef
fixed r_showsky and cleaned up the related GAL code
2020-04-02 04:50:12 +02:00
myT
24e6cd9277
GL3 can now print shader compile/link warnings even when successful with r_verbose 1
2020-04-02 04:40:12 +02:00
myT
e013893c1b
fixed GL3 generic program link issue due to variable type qualifier mismatches (centroid vs not)
...
this problem proved fatal on some Intel drivers
2020-04-02 04:37:03 +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
7b01f8b8d3
fixed a bunch of variable shadowing cases and removed unused variables
2020-02-24 01:52:29 +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
ca9757082f
r_colorMipLevels disables MSAA when centroid sampling would be used
...
this is because it would draw (parts of) geometric edges with different colors and that makes visual inspections annoying
also, final MSAA sample counts are always reported by GL3 and GL2 now
2020-02-05 03:43:19 +01:00
myT
c72c8d5ad7
fixed r_fastsky handling in the GL3 renderer back-end
2020-01-19 22:38:35 +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
f36392c128
fixed r_lightmap affecting non-opaque surfaces
2020-01-09 23:09:39 +01:00
myT
9366ee5130
fixed r_picmip incorrectly applying to external lightmap atlases
2020-01-07 22:54:48 +01:00
myT
7d526ba6fc
added FreeBSD support
2020-01-06 01:04:16 +01:00
myT
b2445488a4
partial D3D11 init and shutdown for OBS' benefit
...
- OBS' game capture plug-in can't handle swap chains changing while capture is active
- loading a map and disconnecting will no longer break the capture
- vid_restart will still break the capture
2019-12-26 16:30:07 +01:00
myT
e16804a0cb
fixed A2C by making sure we use the absolute values of the derivatives
2019-12-26 16:26:12 +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
myT
a89a2e3ead
MSAA centroid interpolation mode for GL3 and D3D11 to prevent artifacts
...
this helps mostly to avoid lightmap tile leaks with MSAA
2019-12-26 16:20:41 +01:00
myT
4968bfca6d
crash and drawing fixes for r_shownormals, r_showtris and r_debugSurface
...
- preventing crashes and drops with r_shownormals
- fixed the colors of r_showtris, r_shownormals and r_debugSurface
- simplified the overflow macro
2019-12-26 16:16:30 +01:00
myT
0cbfe60d86
fixed hyperspace rendering
2019-11-12 04:23:49 +01:00
myT
cb0ef3aab8
fixed OpenGL version checks and FBO support checks
2019-11-12 04:22:36 +01:00
myT
2dcddc87eb
always disabling the FPS limiter after drop errors
2019-11-12 04:19:31 +01:00
myT
c024cdcdc9
fixed a crash due to lack of memory for the sound system
2019-09-25 05:59:17 +02:00
myT
7939488266
fixed incorrect state bits for shaders when loading a map with no lighting
2019-09-25 05:35:45 +02:00
myT
0087c2bf14
fixed fog-only shaders being recognized as sky shaders
2019-09-25 05:34:22 +02:00
myT
8ee79c7b9e
added r_rtColorFormat to select the color format for render targets
...
fixed FindBestAvailableAA not testing the depth/stencil format
2019-09-25 05:31:55 +02:00
myT
c5192d49b7
using the roundss SSE4.1 instruction for inlining floor and ceil syscalls when possible
...
fixed sharedTraps_t listing syscalls that were not actually at the same index for all 3 VMs
2019-09-25 05:29:36 +02:00
myT
1115cb39b0
added pattern matching filtering to /modellist /skinlist /imagelist /shaderlist
2019-09-25 05:29:13 +02:00
myT
db4fb31658
added OpenGL 3.2 and Direct3D 11 renderer back-ends
2019-09-25 05:25:59 +02:00
myT
6f3908ceaa
completely removed flare support
2019-09-25 05:21:01 +02:00
myT
837073be62
removed bg_public.h
2019-09-25 05:15:14 +02:00
myT
b406564962
added copyright notices to important new files
2019-09-25 05:14:58 +02:00
myT
983b53cbbb
SSE2 instruction set support is now required
2019-09-25 05:14:36 +02:00
myT
39af360fdc
removed FreeType and the R_REGISTERFONT syscalls
2019-09-25 05:14:07 +02:00
myT
c44b13ad90
when faces have short normals, we compute new unit-length normals
2019-09-25 05:13:39 +02:00
myT
3ae1abd69e
removed dead code (NEWLINE macro)
2019-09-25 05:12:28 +02:00
myT
2d806401eb
setting a cvar back to its default frees the latched string
2019-09-25 05:12:05 +02:00
myT
30c8990d6b
fixed sdl_UpdateMonitorIndexFromWindow
...
made r_monitor 0-based on Linux
the concept of primary monitor isn't universal on Linux
2019-09-25 05:11:01 +02:00
myT
5e4d41df8e
1.51 release
2019-03-31 01:05:03 +01:00
myT
baa6eb2cc4
added .shader to the pure client file read exception list
2019-03-29 23:34:37 +01:00
myT
08b5d6bf57
r_lodCurveError is now archived and no longer cheat-protected
...
the new default also looks a lot less terrible
2019-03-28 22:10:22 +01:00
myT
e5e9bd8d28
fixed shader stage collapsing happening in cases where it shouldn't
2019-03-19 17:50:32 +01:00
myT
afb9b725e9
fixed lightmap texture coordinates in all cases
2019-03-19 17:47:19 +01:00
myT
b089166978
now showing the cvar's current value in the help panel
2019-02-21 17:15:55 +01:00
myT
c75caeb98e
added control/shift + left/right arrow field navigation
2019-02-21 17:14:45 +01:00
myT
b3456d0a10
added the ctrl-i and ctrl-d console shortcuts
2019-02-21 17:11:29 +01:00
myT
3305c6f515
improved multi-monitor support
...
- /monitorlist
- the monitor list gets updated during video restarts and by /monitorlist
- Linux > r_monitor is now 0-based and monitors are sorted top-to-bottom, left-to-right
- Windows > the Windows + shift + left/right arrow key shortcuts should be ok to use
2019-02-20 20:52:34 +01:00
myT
e42c05dfc8
removed the unused alt-tab blocking code for Windows
2019-02-19 19:43:22 +01:00