The only change really is adding SE_MOUSE_ABS to sysEventType_t.
In theory this breaks the ABI, but in practice I don't think mods use
sysEventType_t, and certainly not the ones above SE_MOUSE
(SE_JOYSTICK_AXIS doesn't make sense as Doom3 never supported Joysticks,
SE_CONSOLE is for input from TTY or whatever, and doesn't make sense
for mods to use in any way)
The change in Stub_SDL_endian.h is just me being paranoid.
(side-note: it *might* make sense to replace all that inline-asm in
Stub_SDL_endian.h with compiler intrinsics like GCC/clangs
__builtin_bswap* and MSVCs _byteswap_* - if they are supported in
all relevant compiler versions. GCC supports 32 and 64 bit swaps since
4.3, 16bit since 4.8 and 128bit since 11.x; clang supports 32 and
64 bit swaps at least since 3.0 and 16bit swaps since 3.2;
VS introduced _byteswap_ushort, .._ulong and .._uint64 in VS2003)
working around CMake (specifically CMAKE_SYSTEM_PROCESSOR) being useless
and related commits ported from dhewm3, up to including
"CMake: Fix typo in MSVC-specific CPU detection for x64"
- (Hopefully) better workaround for miscompiled cross products, #147
(-ffp-contract=off)
- GCC/Clang: Remove -fno-unsafe-math-optimizations
(redundant as long as -ffast-math isn't used)
- Fix runtime assert on PPC OS X
(-mone-byte-bool)
All pointer<->integer conversion truncation warnings I'm aware of are
now enabled for MSVC, to hopefully finally get that tool code 64bit-clean.
I had to adjust the idCVar code for this - it should've been safe enough
(highly unlikely that a valid pointer is exactly 0xFFFFFFFF on 64bit),
but triggered those warnings - now it should behave the same as before
but the warnings (which are now errors) are silenced.
Turns out that ${CMAKE_SYSTEM_PROCESSOR} is broken on Windows
(both for Visual Studio and for 32bit MinGW/msys shells which for some
reason seem to output x86_64 in uname -a)
idClipModel::axis is an idMat3 rotation matrix.
Usually it's an identity matrix, but if the player is pushed around by
an idPush entity it's modified and apparently can (wrongly) remain
modified, possibly when saving while idPush is active.
This seems to happen sometimes on the crashing elevator in game/delta1.
The fix/workaround is to reset it to mat3_identity when loading a
savegame.
like the dhewm3 version and the OS and architecture of the dhewm3
version that created the savegame.
Also added an internalSavegameVersion so be independent of BUILD_NUMBER
fixes#344
"Fix "t->c->value.argSize == func->parmTotal" Assertion in Scripts, #303"
had broken old savegames because the script checksum
(idProgram::CalculateChecksum()) changed, see #344.
This is fixed now, also the BUILD_NUMBER is increased so old savegames
can be identified for a workaround.
Don't use this commit without the next one which will further modify the
savegame format (for the new BUILD_NUMBER 1305)
.. with "no trivial copy-assignment".
All the cases I checked were harmless; as long as a class has no vptr
or owns memory (or other resources) that need to be handled properly
in the destructor, memcpy() and memset() aren't too dangerous.
If a "class" (object) in a Script has multiple member function
prototypes, and one function implementation later calls another before
that is implemented, there was an assertion when the script was parsed
(at map start), because the size of function arguments at the call-site
didn't match what the function expected - because the function hadn't
calculated that size yet, that only happened once its own
implementation was parsed.
Now it's calculated (and stored) when the prototype/declaration is
parsed to prevent this issue, which seems to be kinda common with Mods,
esp. Script-only mods, as the release game DLLs had Assertions disabled.
It corrupted the stack when called with buffers allocated on the stack
and numSamples that are not a multiple of four, apparently, by writing
4 floats too many, at least in the 22KHz Stereo case..
This caused the crash described in
https://github.com/dhewm/dhewm3/issues/303#issuecomment-678809662
Now it just uses the generic C code, like all platforms besides MSVC/x86
already do.
If you save, you get a message like "Game Saved..." which goes away
after a few seconds. This happens at the very end of idPlayer::Save():
if ( hud ) {
hud->SetStateString( "message", /* .. left out .. */ );
hud->HandleNamedEvent( "Message" );
}
And handled in hud.gui, "onNamedEvent Message { ..."
However, if you save again before it's gone, it'll be shown after
loading the savegame and not go away until you save again..
This works around that issue by setting an empty message after loading
a savegame.
The underlying problem (which is not fixed!) seems to be that the
transition GUI command (that's executed when hud.gui handles the
"Message" event that's used to show this message) is probably not
properly saved/restored so fading out the message isn't continued
after loading.
idStr::StripFileExtension() (and SetFileExtension() which uses it) and
others didn't work correctly if there was a dot in a directory name,
because they just searched from last to first char for '.', so if the
current filename didn't have an extension to cut off, they'd just cut
off at any other '.' they found.
So D:\dev\doom3.data\base\maps\bla could turn into D:\dev\doom3
(or, for SetFileExtension(), D:\dev\doom3.map)
While at it, I made most of the idStr code that explicitly checked for
'\\' and '/' (and maybe ':' for AROS) use a little
"bool isDirSeparator(int c)" function so we don't have the #ifdefs
for different platforms all over the place.
On Windows, ID_INLINE does __forceinline, which is bad if the function
calls alloca() and is called in a loop..
So use just __inline there so the compiler can choose not to inline
(if called in a loop).
This didn't cause actual stack overflows as far as I know, but it could
(and MSVC warns about it).
(This includes "Fix ID_MAYBE_INLINE on non-Windows platforms")
GetAdditionalFunction() will return a function that returns true
if we're running the Doom3 demo version.
Not really relevant for mods, but I use this to enable some
Demo-specific hacks/workarounds in base.dll
Adding this here anyway to make sure the next function type added will
get another ID (maybe 2).
it could happen that i is 1 but numPlanes is still 0
(=> if for i = 0: ( p[j] - p[i] ).LengthSqr() < 0.01f )
so planes[-1] would be accessed which of course is invalid and can crash
it's only shown in the g_version CVar, but if we have this constant
in the SDK make it show something sensible.. and this SDK code should
be compatible with all dhewm 1.5.x releases (=> dhewm3 version will
be bumped to 1.6.x if game API compatibility is broken)
Also disabled (GCC/Clang-specific) -ffast-math - even with
-fno-unsafe-math-optimizations I don't trust it.
This is an ugly hack that allows both exporting additional functions
(incl. methods via static function + void* userArg) to Game DLLs
and setting callback functions from the Game DLL that the Engine will
call, without breaking the Game API (again after this change).
This is mostly meant for replacing ugly hacks with SourceHook and
similar and mods (yes, this is still an ugly hack, but less ugly).
See the huge comment in Common.h for more information.
Right now the only thing implemented is a Callback for when images
are reloaded (via reloadImages or vid_restart) - Ruiner needs that.
Also increased GAME_API_VERSION to 9, because this breaks the A[PB]I
(hopefully after the next release it won't be broken in the foreseeable
future)
so mod authors can tell cmake to call it mymod.dll instead of base.dll
or d3xp.dll
and the compiler defines are also easily configurable now
I also added a comment to EndLevel.cpp, which was released with the GPL
source (and in d3xp/ it already existed in the SDK), but has not been
used to build the dlls.
I created this repo from the original dhewm3 repo, but I used
git filter-branch to kill all the files that are not needed to just
build base.dll and d3xp.dll (or .so or .dylib or whatever).
So this is basically just the files the original Doom3 SDK had, but
taken from dhewm3 instead (and thus GPL licensed and patched for
64bit-support etc) + some dhewm3 specific stuff + CMakeLists.txt
to build them.
The git filter-branch details:
filter-branch -f --prune-empty --tree-filter /tmp/killkill.sh @
## /tmp/killkill.sh:
#!/bin/sh
find . -exec /tmp/removeothers.sh {} \;
exit 0
## /tmp/removeothers.sh:
#!/bin/bash
FNAME="$1"
if [[ $FNAME == \./\.git* ]] || [[ $FNAME == \./d3xp/* ]] || [[ $FNAME == \./game/* ]]
then
#echo "ignoring $FNAME"
exit 0
fi
if ! grep -Fxq "$FNAME" /tmp/d3sdklist.txt
then
#echo "REMOVING $FNAME"
rm -rf "$FNAME"
fi
exit 0
## /tmp/d3sdklist.txt was is just a textfile with one path per line with
all the files (and directories!) I wanted to keep, like:
.
..
./sys/platform.h
./framework/Game.h
./config.h.in
./CMakeLists.txt
## ... and all the relevant files from the SDK
In the last few weeks I've played again through the game and kept an eye
on small oddities. And there're a lot of them. For example some GUIs and
videos getting stuck after the first frame (issue #192) or being unable
to protect the guy with the lamp in Alpha Labs 3. Some digging proved
that most - if not all - of these problems are caused by the compilers
optimization level. When build with -O2 both g++ 8.1 and clang 6.0.0 are
producing working code. g++ 8.1 with -O3 has some small, hard to notice
oddities, clang 6.0.0 with -O3 shows a lot of them. Since there's not
measurable difference between -O3 and -O2 just go down to the later:
x doom_o3.txt
+ doom_o2.txt
+----------------------------------------------------------------------+
| + |
| + * |
|x * x * |
| |_____________________|___A______M__A_________M___|_||
+----------------------------------------------------------------------+
N Min Max Median Avg Stddev
x 5 173 178 177 176.4 2.0736441
+ 5 176 178 178 177.2 1.0954451