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Turn assertion in idRenderWorldLocal::BoundsInAreas() into Warning
apparently this happens sometimes, but not often enough to reproduce properly? also some small changes (mostly formatting) to Configuration.md refs #540
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2 changed files with 12 additions and 4 deletions
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@ -41,13 +41,14 @@ Some notes:
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directions of one stick to use it to look around or aim.
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- Similarly, you need to bind *Forward*, *Backpedal*, *Move Left* and *Move Right* to the
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corresponding directions of a stick to use it for player movement.
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* The "Start" button ("+" on Nintendo gamepads, "Options" on Playstation 4/5 controllers) acts
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- However, see below for configs with default bindings that you can load.
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* The `Start` button (`+` on Nintendo gamepads, `Options` on Playstation 4/5 controllers) acts
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like the Escape key, so it will **open/close the menu** and can not be bound.
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The other buttons, axes and triggers can be bound to arbitrary actions in the Controls menu,
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except for the Home button, which can't be used by dhewm3 at all (because it opens Steam when that is running).
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* In **menus**, either stick will move the cursor, and the button you assign to *attack* (fire) acts
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like the left mouse button, and so does the lower face button (A on XBox controllers, B on Nintendo
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controllers, Cross on PS controllers) and the upper face button (Y on XBox, X on Nintendo, Triangle on PS).
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like the left mouse button, and so does the lower face button (`A` on XBox controllers, `B` on Nintendo
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controllers, `Cross` on PS controllers) and the upper face button (`Y` on XBox, `X` on Nintendo, `Triangle` on PS).
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* The layout of the controller (XBox-like, Nintendo-like, Playstation-like) should be automatically
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detected and is used to display the button names according to the layout. If yours isn't detected
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correctly, you can overwrite it with the `joy_gamepadLayout` CVar.
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@ -975,7 +975,14 @@ int idRenderWorldLocal::BoundsInAreas( const idBounds &bounds, int *areas, int m
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int numAreas = 0;
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assert( areas );
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assert( bounds[0][0] <= bounds[1][0] && bounds[0][1] <= bounds[1][1] && bounds[0][2] <= bounds[1][2] );
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//assert( bounds[0][0] <= bounds[1][0] && bounds[0][1] <= bounds[1][1] && bounds[0][2] <= bounds[1][2] );
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// DG: apparently this happens sometimes.. handle it more gracefully than an assertion.
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if ( bounds[0][0] > bounds[1][0] || bounds[0][1] > bounds[1][1] || bounds[0][2] > bounds[1][2] ) {
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common->Warning( "idRenderWorld::BoundsInAreas() called with invalid bounds: { { %f %f %f }, { %f %f %f } } !",
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bounds[0][0], bounds[0][1], bounds[0][2], bounds[1][0], bounds[1][1], bounds[1][2] );
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return numAreas;
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}
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assert( bounds[1][0] - bounds[0][0] < 1e4f && bounds[1][1] - bounds[0][1] < 1e4f && bounds[1][2] - bounds[0][2] < 1e4f );
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if ( !areaNodes ) {
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