Commit graph

896 commits

Author SHA1 Message Date
Daniel Gibson
2892e416f5 Add keybinding menu to Dhewm3SettingsMenu
I first developed that as a prototype in
https://github.com/DanielGibson/dhewm3/blob/imgui/neo/libs/imgui/examples/example_sdl2_opengl2/main.cpp
there one can also find a commit history from writing that code, even
though not all commit messages are overly helpful :-p
2024-05-23 19:28:10 +02:00
Daniel Gibson
6d508eac17 Some functions that will be used by the ImGui keybinding menu 2024-05-22 19:46:38 +02:00
Daniel Gibson
8554487bf5 Dhewm3SettingsMenu: Get rid of obscureBindingEntries list
they're part of the regular list now. this will help with the actual
binding implementation I'll merge next
2024-05-22 19:46:38 +02:00
Daniel Gibson
809bbfcccf Workaround for missing " or " string in Doom3 demo for Windows
The original binding menu uses #str_07183 between keys - this
should be " or ", but in the windows demo that entry is missing
in strings/english.lang
2024-05-22 19:46:38 +02:00
Daniel Gibson
9e4fe84eb8 Dhewm3SettingsMenu: some more joystick settings, stub of a binding menu
I actually did this before the prototyping of a keybindings menu
in the imgui example code, so the prototype is actually based on this.
I'll merge the code from the prototype back once it's done.
2024-05-22 19:46:38 +02:00
Daniel Gibson
7023475c9d Add idStr::(V)Format(), make idList compatible with C++ foreach
idStr::(V)Format() is a static (v)printf-like function that returns
and idStr. Can be used like a better va(), or for
idStr mystr = idStr::Format( "number of items: %d", myarr.Num() );
2024-05-22 19:46:38 +02:00
Daniel Gibson
0418f62489 Update ImGui to 1.90.6 2024-05-22 19:46:38 +02:00
Daniel Gibson
c9a8901dbd ImGui: Improve integration, use scalable font, Control Options menu 2024-05-22 19:46:38 +02:00
Daniel Gibson
86be2eb513 initial support for DPI scaling of imgui 2024-05-22 19:46:38 +02:00
Daniel Gibson
ffaf135758 Start ImGui-based settings menu
the integration of that at least, the menu is still a stub
2024-05-22 19:46:38 +02:00
Daniel Gibson
8fce796680 improve imgui integration 2024-05-22 19:46:38 +02:00
Daniel Gibson
c0c82e763a Initial ImGui integration in the engine
still a bit hacky, but shows imgui windows that can be clicked etc
2024-05-22 19:46:38 +02:00
Daniel Gibson
33ed99902e Integrate ImGui into buildsystem, adjust its OpenGL code for qgl 2024-05-22 19:46:38 +02:00
Daniel Gibson
07f7d14f9b Add Dear ImGui 1.90.4 source 2024-05-22 19:46:38 +02:00
Daniel Gibson
f4446ca666 Bump version to 1.5.4pre
this is not 1.5.3 anymore.
2024-05-22 19:46:19 +02:00
Daniel Gibson
6daf1e9e7f Don't use GCC's __builtin_alloca_with_align(), fix #572
turns out that __builtin_alloca_with_align() might releases the
allocated memory at the end of the block it was allocated in, instead
of the end of the function (which is the behavior of regular alloca()
and __builtin_alloca()): "The lifetime of the allocated object ends at
 the end of the block in which the function was called. The allocated
 storage is released no later than just before the calling function
 returns to its caller, but may be released at the end of the block in
 which the function was called."
https://gcc.gnu.org/onlinedocs/gcc/Other-Builtins.html#index-_005f_005fbuiltin_005falloca_005fwith_005falign

Clang also supports __builtin_alloca_with_align(), but always releases
the memory at the end of the function.

And it seems that newer GCC versions also tend to release it at the
end of the function, but GCC 4.7.2 (that I use for the official Linux
release binaries) didn't, and that caused weird graphical glitches.
But as I don't want to rely on newer GCC versions behaving like this
(and the documentation explicitly says that it *may* be released at
 the end of the block, but will definitely be released at the end of
 the function), I removed all usage of __builtin_alloca_with_align().

(Side-Note: GCC only started documenting the behavior of
 __builtin_alloca and __builtin_alloca_with_align at all with GCC 6.1.0)
2024-04-19 07:24:32 +02:00
Daniel Gibson
a454d965a2 dhewm3 1.5.3 2024-03-29 01:41:04 +01:00
Daniel Gibson
7804daebac Suppress GCC warnings about variables with C++20 keyword names
"requires" is a keyword in C++20, so newer g++ complains about them.
We currently use C++98, so who cares
2024-03-27 16:15:21 +01:00
Daniel Gibson
d6c0bb2003 Make it build and work on old PPC Macs again (#568)
also added the changelog entry for in_namePressed
2024-03-27 01:04:11 +01:00
Daniel Gibson
9ccce9b4b6 in_namePressed: Only print key name on down events; document it 2024-03-25 02:39:34 +01:00
Biel Bestué de Luna
3504e693bf added a simple printing of the key/button pressed (#567)
added a simple helper print method to know what key/button is being pressed,
controlled via a bool cvar "in_namePressed" 1 or 0.
I tested it and it works with keyboard, mouse and gamepad.
2024-03-25 02:39:12 +01:00
Daniel Gibson
fb5eedb35f Initialize variabls ubsan complained about
I did this change ages ago in game/, forgot to do it in d3xp/ as well
2024-03-20 18:32:26 +01:00
Daniel Gibson
6310f699e1 Fix cursor focus for gamepads, once again, #566
hopefully it works now...
2024-03-20 18:31:28 +01:00
Daniel Gibson
fac06f0421 1.5.3 RC2 2024-03-17 04:25:29 +01:00
Daniel Gibson
27aeda205c Make Sys_SetInteractiveIngameGuiActive() work better
it could happen that UIs are added to the internal list twice,
and also that the last UI wasn't removed from the list when a new one
was focused fast enough.

That should work better now, I hope I didn't break anything..
2024-03-17 04:03:27 +01:00
Daniel Gibson
f6f654ee53 minizip: re-add doom3-specific changes 2024-02-12 05:05:31 +01:00
Daniel Gibson
954620e1b3 minizip/unzip.cpp: restore TRYFREE() macro
reverting this upstream commit:
384e50eea4
so we can still use a custom allocator
2024-02-12 05:03:02 +01:00
Daniel Gibson
2595a2dbe6 Update minizip source to latest code from zlib development branch
commit f56ad0aafa868303ce324ae8d45675570c66b050 from 2024-01-23
"Note termination of returned strings in contrib/minizip/unzip.h."

this is the code as it is upstream, the next commit will add some
doom3-specific changes
2024-02-12 04:51:14 +01:00
r-a-sattarov
6ed10c1dac Workaround for MCST-LCC compiler < 1.28 version
mcst-lcc < 1.28 does not support __builtin_alloca_with_align()
Ref: http://mcst.ru/lcc
2024-02-06 17:20:05 +01:00
Daniel Gibson
8a3e0a328f 1.5.3 RC1 2024-02-04 21:57:44 +01:00
Daniel Gibson
9e3acf4b38 Update stb_image and stb_vorbis
from unofficial forks that are quicker to merge security fixes

stb_image.h:
 https://github.com/NBickford-NV/stb/tree/neilbickford/all-fixes
 commit 66e4fb617ad697c62ebe2814804881fe127cb232 from Jan 30, 2024

stb_vorbis.c: https://github.com/sezero/stb/tree/stb_vorbis-sezero
 commit 3ba957b34a949413886c9b8eb1842bdbd3957093 from Dec 12, 2023
2024-02-04 04:41:05 +01:00
Daniel Gibson
e63b63fcff 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
2024-02-03 15:43:59 +01:00
Daniel Gibson
5b8e67762b Also allow using "Pad Y" for leftclick in menus 2024-01-22 05:50:45 +01:00
Daniel Gibson
9e8d399257 Further gamepad improvements
- the gamepad button (or trigger) bound to attack (fire) now always
  acts like the left mouse button in menus
- Display correct button name for "Back" button on Playstation-like
  gamepads, even depending on whether it's PS3-like ("Select") or
  PS4/5-like ("Share")
- Log some more information about detected gamepads
2024-01-18 19:53:45 +01:00
Daniel Gibson
e7eb7d17fe Improve Nintendo Pro Controller support
and some general gamepad support improvements, like logging the
detected gamepad name and type
2024-01-18 06:09:33 +01:00
Daniel Gibson
09c89206a4 Fix gamepad button names for nintendo gamepads
oops, forgot to switch X and Y
2024-01-18 03:11:23 +01:00
Daniel Gibson
bb568bc3da Gamepad layout autodetection (for SDL 2.0.12 and newer)
turns out SDL 2.0.12 added SDL_GameControllerGetType() which tells you
what kind of controller it is (xbox, playstation, nintendo, ..).

Using this to implement an auto-mode for joy_gamepadLayout, when it's
set to -1 (the new default).

This should still build with older versions of SDL2 (but won't have
that autodetection then).
2024-01-17 21:25:33 +01:00
Daniel Gibson
86690df24e Add joy_gamepadLayout CVar to better support nintendo/PS-style gamepads
The button names shown in the controls menu now depend on this CVar.
So if you set it to 1 (Nintendo), the "A" button (which, based on its
position, would be "B" on XBox/XInput gamepads) is actually shown as
"Pad A", and if it's set to 2 (Playstation), it's shown as "Pad Cross".

The "real" names, used in the config, remain the same and are based on
position: JOY_BTN_SOUTH, JOY_BTN_EAST, JOY_BTN_WEST, JOY_BTN_NORTH
2024-01-17 18:54:09 +01:00
Daniel Gibson
cf5d10f4e6 Fix gamepad pseudo-mouse input for UIs in multiplayer mode
also, only generate pseudo-mouse-move events for gamecode
(by modifying idUsercmdGenLocal::continuousMouseX/Y) when an
interactive ingame UI is active
2024-01-17 17:45:43 +01:00
Daniel Gibson
03ec74fd6f Make PDA work with gamepad, incl. making Pad A emulate leftclick
this is a bit hacky and ugly, and doesn't work properly in multiplayer
mode yet, see FIXME in idUserInterfaceLocal::Activate()
2024-01-17 07:06:52 +01:00
Daniel Gibson
e0bb01ef52 Gamepad cursor control improvements
- make moving the cursor more precise by using an exponential curve
  for axis value => cursor speed
- emulate cursor keys with DPad and Enter with left trigger
- also use right trigger for leftclick, as it's usually used for firing
  a weapon and thus used for "clicking" ingame UIs
- fix hovering/highlighting menu elements when moving cursor
  with gamepad
2024-01-16 19:18:54 +01:00
Daniel Gibson
6eac0540bf Various gamepad improvements
- treat DPad as 4 regular buttons (was already the case mostly, but now
  the code is simpler)
- rename in_invertLook to joy_invertLook and in_useJoystick to
  in_useGamepad and remove unused CVars
- make controller Start button generate K_ESCAPE events, so it can
  always be used to open/close the menu (similar to D3BFG)
- move mousecursor with sticks, A button (south) for left-click,
  B button (east) for right-click (doesn't work in PDA yet)
- removed special handling of K_JOY_BTN_* in idWindow::HandleEvent()
  by generating fake mouse button events for gamepad A/B
  in idUserInterfaceLocal::HandleEvent()
2024-01-16 17:29:30 +01:00
wof8317
f8557f6bd5 Modified some code to compile 2024-01-16 02:08:56 +01:00
Daniel Gibson
700b3ee558 Clean up gamepad code a bit, rename buttons
- renamed gamepad/joystick actions and keys to have some meaning
  for buttons (instead of just JOY1, JOY2 etc)
- compiles with SDL1.2 again (there gamepads aren't supported though)
- shorter names for gamepad keys/axis in the key bindings menu
2024-01-08 05:26:27 +01:00
Daniel Gibson
ab53e9aa13 Merge GameController support from Quadrilateral Cowboy
https://github.com/blendogames/quadrilateralcowboy

pretty much as it is there, with only minimal changes required to work
with dhewm3
2024-01-07 01:26:45 +01:00
fgsfds
37b0551ba8
Added 21:9 and 32:9 resolutions (#532)
* added 21:9 and 32:9 resolutions
2023-11-18 06:27:44 +01:00
Daniel Gibson
ba986a2dc5 Merge branch 'eezstreet-screenshot-formats'
added some comments, renamed WriteScreenshot()
to WriteScreenshotForSTBIW() and made it static
2023-06-26 02:03:04 +02:00
Daniel Gibson
62f18c11a5 README: Update link to Steam
Doom3 and RoE can't be bought alone anymore, only as part of D3 BFG,
so link that instead.
Has the advantage of being cheaper, also giving you the BFG edition,
and (presumably?) making RoE available to German users.

(also added a comment in CMakeLists.txt, for mingw32, copy of the
 equivalent comment in MSVC section)
2023-06-26 01:11:36 +02:00
Nick Whitlock
d468e91d29 Made compress_for_stbiw static 2023-05-24 12:01:11 -04:00
Nick Whitlock
e74e8f5d7c Solution for not breaking SDK ABI 2023-05-24 01:40:18 -04:00
Nick Whitlock
619c5d43f8 Optimization for screenshot flipping 2023-05-24 01:28:46 -04:00
Nick Whitlock
b880e8625b Use zlib for compression of png screenshots 2023-05-23 01:29:17 -04:00
Nick Whitlock
c86cb9a982 Use TGA in specific places 2023-05-22 21:45:34 -04:00
Nick Whitlock
df4e8405b0 Introduced cvar: 'r_screenshotPngCompression' 2023-05-22 21:34:49 -04:00
Nick Whitlock
7ea3e91474 Added new screenshot formats.
Added the ability to change the screenshot format with a new CVar:
r_screenshotFormat. This has four options: 0 (TGA), 1 (BMP), 2 (PNG),
and 3 (JPG). JPG quality can be selected with a new CVar:
r_screenshotJpgQuality. TGA is the default to preserve original behavior
from DOOM 3.

A new dependency on stb_image_write has been added. It has been
included. No additional configuration with CMake is required.
2023-05-22 09:40:11 -04:00
Daniel Gibson
b6365e91d7 CMake: Detect all variations of the clang compiler (hopefully)
According to
https://cmake.org/cmake/help/v3.26/variable/CMAKE_LANG_COMPILER_ID.html
there's at least "Clang" (plain LLVM clang), "AppleClang", "ARMClang",
"FujitsuClang", "XLClang" and "IBMClang" (both of which are variations
of the clang/llvm-based IBM XL compiler).

This should detect all of them (I hope they all behave close enough
to normal clang to work..)

There's also "IntelLLVM", but I have no idea if that's based on Clang
or does its own thing based on LLVM.. I also doubt dhewm3 will ever
be built with any other clang-derivate than "Clang" and "AppleClang" :-p

fixes #510
2023-05-19 03:33:46 +02:00
Daniel Gibson
03fccc6220 R_IssueEntityDefCallback() fix bounds check
in the "Work around false positive GCC -W(maybe-)uninitialized warnings"
commit I changed that code.. but my change made it nonsensical,
of course we must get oldBounds before calling the callback which
changes the bounds, otherwise comparing the "oldbounds" with the
current bounds just compares them with themselves..
2023-03-28 19:18:55 +02:00
Daniel Gibson
6f35ce045d _alloca16(): Use __builtin_alloca_with_align() on GCC
we're already using it with MinGW, no reason not to use it with
"normal" GCC on Unix (and clang, which also defines __GNUC__) as well.
2023-03-28 19:14:29 +02:00
Daniel Gibson
56b3c46ba8 Fix MSVC non-Release builds (_alloca()/assert() didn't play nice) 2023-03-02 18:04:48 +01:00
James Addison
d57f438db1 Fixup: typo: 'hiehgt' -> 'height' in a few places around the codebase 2023-02-04 19:34:29 +01:00
Daniel Gibson
95d8d75ae0 Update Changelog, another small MD3 fix 2023-01-29 02:46:34 +01:00
Daniel Gibson
604dc7c44d Fix MD3 model support (esp. on 64bit)
.. but even on 32bit it didn't work reliably due to
an uninitialized value
2023-01-29 01:10:41 +01:00
Daniel Gibson
2de8c22f3b Fix MSVC + Tools build
afxv_w32.h (apparently included indirectly viw edit_gui_common.h)
complained that windows.h (included indirectly via DebuggerServer.h
-> platform.h) was included first, apparently that's not allowed..

this was broken by the recent "fix mingw build" commit; now hopefully
both work (MinGW doesn't support building the tools, because they need MFC
which only works with MSVC)
2023-01-21 20:33:14 +01:00
Daniel Gibson
dee76dbb21 Increase stack size on Windows to 8MB, so huge models work
The HD version of the "Birdman" Hellknight model crashed the game,
because on Linux it triggered the 600KB _alloca() assertion and on
Windows (that didn't have such an assertion up to this commit) it
overflowed the stack.
Thde default stacksize on Windows is 1MB, increasing that to 8MB fixes the
problem (in Doom3 1.3.1 it was 4MB).
I also implemented the _alloca() size check assertion for Windows, and
increased the allowed size to 2MB (so it can be safely called multiple
times per function)
Model: https://www.moddb.com/mods/birdman-doom3/downloads/birdman-doom3-v11
2023-01-21 19:26:11 +01:00
Daniel Gibson
e7e06d05f1 Fix SDL1.2 build and type of xthreadInfo::threadId 2023-01-16 03:22:01 +01:00
Daniel Gibson
07985cc5ea Fix MinGW build, #505
<intrin.h>, included by SDL_cpuinfo.h via SDL.h, defines strcmp.
If the idlib/Str.h `#define strcmp idStr::Cmp` hack is visible when
that file is parsed, there's a compiler error (because strcmp in
intrin.h is replaced with idStr::Cmp then).
So I reorderedd includes a bit until it compiled again..
2023-01-16 03:15:21 +01:00
Daniel Gibson
477252308d Fix date/time handling in idParser::ExpandBuiltinDefine()
this was so broken, I think if anyone ever tried to use __DATE__ or
__TIME__ it must've crashed, either from free(curtime) (which was the
return value of ctime()) or from things like token[7] = NULL when token
was a pointer (to a single element!).

I think it could work now.

Also fixed potential memory leaks in cases that don't "return" anything
2023-01-05 09:07:04 +01:00
Daniel Gibson
dbe4174c0b Fix/work around other misc. compiler warnings
or, in the case of AF.cpp, at least comment on them

I think this fixes most of the remaining "interesting" GCC 12 on Linux
warnings, except for some in idParser::ExpandBuiltinDefine() that I'll
fix in the next commit
2023-01-05 09:06:34 +01:00
Daniel Gibson
996947eec6 Fix -Wmismatched-new-delete warnings
totally valid, how didn't we find them yet (ok, maybe because those
functions aren't called much)
2023-01-05 07:56:16 +01:00
Daniel Gibson
6730ddcb29 Work around false positive GCC -W(maybe-)uninitialized warnings
shouldn't hurt too much, and the R_IssueEntityDefCallback() code
even is a bit better now
2023-01-05 07:54:41 +01:00
Daniel Gibson
957176d659 Fix GCC -W(maybe-)uninitialized warnings that at least kinda had a point 2023-01-05 07:51:59 +01:00
Daniel Gibson
5844af62ce Don't use "register" keyword, it was deprecated in C++11
.. and even removed in C++17 - and before that it probably didn't do
much in most compilers
2023-01-05 05:07:53 +01:00
Daniel Gibson
279a40a981 Fix -Wformat-security warnings - thanks James Addison!
This is based on https://github.com/dhewm/dhewm3/pull/500
by https://github.com/jayaddison

See also https://github.com/blendogames/quadrilateralcowboy/pull/4
2023-01-05 04:45:34 +01:00
Daniel Gibson
6940d7f678 Fix build with Visual Studio's builtin CMake support
For some reason MSVCs integrated CMake doesn't set CMAKE_GENERATOR_PLATFORM
so my CPU arch detection magic in CMakeLists.txt didn't work in that case..
Now (when using MSVC) the CPU architecture (D3_ARCH) is set in
neo/sys/platform.h instead.
2022-12-31 02:01:52 +01:00
Daniel Gibson
a6ba6cb5e5 Add GCC/clang-specific CMake options: ASAN, UBSAN, FORCE_COLORED_OUTPUT
-DASAN=ON   enables the Address Sanitizer (ASan), if supported
-DUBSAN=ON  same for Undefined Behavior Sanitizer (UBSan)
-DFORCE_COLORED_OUTPUT=ON  forces GCC or Clang to use colors in their
                           messages, useful when building with ninja

All three options default to OFF (though when building with make in a
suitable terminal, GCC and clang automatically use colors)

Also modified the cmake_minimum_required() line to shut up deprecation
warnings (though TBH I have no idea if this really still works with
CMake 2.6)
2022-12-31 02:01:52 +01:00
Daniel Gibson
4567f26539 Fix scaling down volume of all sounds, #179 #326
Commit 3c01757d27 introduced scaling down all sounds to prevent too
many loud-ish sounds from making OpenAL scale the overall volume down.

The problem is that before this change, many sounds had a volume > 1.0,
but vastly different: e.g. player_machinegun_fire was 5.039685 (14dB)
and player_chaingun_fire was 1.414214 (3dB).
But in the end, all volumes were clamped to 1.0 before setting AL_GAIN
(because AL_GAIN only supports values between 0 and 1 by default), so
the machinegun and chaingun had the same volume after all.

When scaling those down to 1/3 of the original volume, some sounds that
used to have a volume of >= 1.0 (=> AL_GAIN set to 1.0) had a volume
lower than 1.0, so they suddenly the chaingun sounded quiter than
the machinegun. While theoretically this is more correct than before
(after all, the sound shader of player_chaingun_fire set a much lower
 volume than that of player_machinegun_fire), it doesn't sound like it
used to (even with the old software sound backend!).

Clamping to 1.0 *before* scaling to 1/3 should restore the old behavior
(of all sounds with volume > 1.0 before clamping using the same AL_GAIN)
while still avoiding the issue of having OpenAL (Soft) scale down the
overall volume when shooting a metal wall with the shotgun.

Unsurprisingly the same problem (inconsistent weapon volumes due to
incorrect sound shaders setting the volume way to high and thus relying
on being clamped to 1.0) that occurred with my volume *= 0.333 hack
also happens when reducing the global volume.
So apply that global volume scale *after* clamping to 1.0

see https://github.com/bibendovsky/eaxefx/pull/28#issuecomment-1367436162
2022-12-31 02:00:30 +01:00
Daniel Gibson
ee4eced60b Fix typo in game/Weapon.cpp from "Fix renderlights ..." commit 2022-12-31 02:00:30 +01:00
Daniel Gibson
a7e4eb8644 Fix renderlights loaded from savegames aliasing other lights
Some entities wrote the handle from gameRenderWorld->AddLightDef()
into savegames and reused it after restoring it.
That's a bad idea, because at that point the handle most likely belongs
to something else (likely some idLight). The most visible issue this
can create is that the flashlight may not work correctly after loading
a savegame with flashlight on, when it happens to alias a light that's
updated each frame to (mostly) being off..

The correct way to handle this (THAT FOR SOME REASON WAS ALREADY
IMPLEMENTED IN D3XP BUT NOT THE BASE GAME - WHY?!) is to get a fresh
handle with AddLightDef() when restoring a savegame - unless the handle
was -1, which means that the light didn't exist when saving.

fixes #495
2022-11-06 18:12:54 +01:00
Daniel Gibson
2a85b73110 Fix some ubsan warnings 2022-11-06 03:09:05 +01:00
Daniel Gibson
e1e8103982 HARDLINK_GAME option in cmake
to compile game code into executable instead of base.dll/d3xp.dll

allows using UBsan
2022-11-06 03:09:05 +01:00
Daniel Gibson
4dcc7efe59 StartSoundShader() event: special-case for soundName "", refs #494
Some level scripts in d3xp (erebus4, erebus4, phobos2) use
  $entity.startSoundShader( "", SND_CHANNEL_BODY );
(or whatever channel) to stop the sound currently playing there.
With s_playDefaultSound 1 that results in a beep..
Added a special case to that event implementation to call StopSound()
instead when the soundName is "" (or NULL)
2022-10-31 03:20:57 +01:00
Daniel Gibson
d0d00c0095 Bump version to 1.5.3pre
this is not 1.5.2 anymore
2022-10-22 20:57:48 +02:00
Daniel Gibson
177740ca88 Fix crash in Radiant Model Preview Dialog, fix #496
the problem was a double-free on files, because USE_COLLADA is not defined.
I'm not even sure why this USE_COLLADA code exists, as we don't have any
real collada support code anywhere..
2022-10-22 20:47:33 +02:00
PLG
cc0f49f9a8 Remove deprecated warnings on mac for cString use. 2022-07-07 22:47:12 +02:00
Daniel Gibson
2e71b99ee0 dhewm3 1.5.2 2022-06-13 03:36:23 +02:00
Daniel Gibson
89c44d7ac9 Make warning about falling back to base.dll more visible
.. by surrounding it with newlines.
This warning is shown when trying to start a mod without its game dll
(because the user has forgotten to unpack the mod dll archive, or
 because it's a mod that doesn't have its own dll).
Surrounding it with empty lines hopefully makes it easier for users
to figure out what went wrong when they look at the log.
2022-06-08 03:22:12 +02:00
Daniel Gibson
a2929d9062 Fix Light Editor in Radiant (#456)
When selecting a light in the Radiant (builtin Windows-only level editor)
and pressing `j`, the light editor opened (as expected) but said that
no entity was selected.
That was because com_editorActive was false, most probably because of
  e8a1eb8b Fix mouse remaining ungrabbed when running map from Radiant
which sets com_editorActive to false (via com->ActivateTool(false)) if
the Radiant window loses focus, which should be the case when opening
the light editor window.

`com_editors & EDITOR_RADIANT` is != 0 as long as the radiant is
running, no matter which window currently has focus, so it works better.
2022-05-30 00:33:16 +02:00
Daniel Gibson
6dfada9af0 Update version to 1.5.2rc2
and add entry to changelog about absolute mouse input etc - this change
was already in RC1 but I forgot to mention it..

and fixed comments for GAME_NAME and ENGINE_VERSION (nowadays dhewm3
uses ENGINE_VERSION for the window title)
2022-05-28 18:06:52 +02:00
Daniel Gibson
860181867a Disable assertion in idSampleDecoderLocal::Decode*(), fix #461
It happened a lot more since
  504b572a Update sounds at ~60Hz instead of ~10Hz, fixes #141
(because then MixLoop() is more likely to be called in the narrow
 timeframe this can happen during level load) but could happen before.
So far I only observed it when starting a new game in Classic Doom 3.
See comment in the change and #461 for more information.
2022-05-28 18:05:49 +02:00
Daniel Gibson
cdbb526a3b Add Doom3: Phobos to list of mods that need d3xp (STILL UNSUPPORTED!)
Hoping that Team Future eventually fulfills their promise of releasing
the source of the highly praised Phobos mod, I'm adding it to the list.

Currently this is not very useful, but when (if) the phobos source
becomes available I at least won't have to do a new dhewm3 release to
support it (but only provide tfphobos.dll/.so/.dylib).
2022-05-25 06:34:04 +02:00
Daniel Gibson
2f92bc268d Support loading The Lost Mission and librecoopd3xp via mods menu
by adding special cases for them that set `fs_game_base d3xp`.
Unfortunately there is no more generic way to do this, as mods have
no way to tell the engine if they need fs_game_base.
2022-05-25 06:17:29 +02:00
Daniel Gibson
b88b99fadb Fix assertion when switching to mod via menu, #458
The assertion that triggered was "assert(iconvDesc == (SDL_iconv_t)-1);"
in Sys_InitInput() - because when loading a mod the window is recreated,
calling Com_ReloadEngine_f() -> idCommonLocal::InitGame()
 -> idCommonLocal::InitRenderSystem() -> idCommonLocal::InitOpenGL()
 -> R_InitOpenGL() -> Sys_InitInput()

Before that Com_ReloadEngine_f() calls commonLocal.ShutdownGame( true );
which calls the equivalent Shutdown() functions - except so far no one
called Sys_ShutdownInput() (which closes iconvDesc and resets it to -1).
Fixed that by making idRenderSystemLocal::ShutdownOpenGL() call it.
2022-05-24 03:33:13 +02:00
Daniel Gibson
77e70b5df7 Add some missing newlines and fix typo in changelog 2022-05-21 06:30:54 +02:00
Daniel Gibson
0f9e066bf6 Fix running script debugger if fs_basepath is used
I don't think fs_cdpath is relevant (anymore? has it ever been?), but
fs_basepath sure is.
2022-05-18 04:22:25 +02:00
Daniel Gibson
e8a1eb8baf Fix mouse remaining ungrabbed when running map from Radiant 2022-05-18 04:01:33 +02:00
Daniel Gibson
a363ab4e31 Update version to 1.5.2rc1
.. and fix a link in the changelog
2022-05-16 17:44:15 +02:00
Daniel Gibson
c22965bf58 Work around assertion in alphalabs4, fix #409
In the savegame from that bugreport, "monster_zsec_shotgun_12" was
lying dead pretty much at its spawn point.
script/map_alphalabs4.script moves those "ride_of_death" platforms
around, and at the end of a cycle teleports "ride_of_death*_parent" back
to its starting position - and the "ride_of_death*" bound to it, which
is a pushing mover, just gets dragged along by the physics code and thus
can collide with that zombie cadaver, which then tries to push it along,
causing that assertion in TestHugeTranslation().
This is a map bug - Doom3 even prints a warning:
 WARNING: script/map_alphalabs4.script(722): Thread
  'map_alphalabs4::RideOfDeathPath': teleported 'ride_of_death2_parent'
  which has the pushing mover 'ride_of_death2' bound to it
So I just disable that assertion for this specific case..
Also moved the assertion behind the corresponding warning, so that gets
printed before the assertion kills the game..

Also a small change to CMakeLists.txt that should make enabling
LINUX_RELEASE_BINS after CMake has already been run without it work
2022-05-16 05:43:47 +02:00
Daniel Gibson
adad73cda7
CMake: Fix typo in MSVC-specific CPU detection for x64 2022-02-27 00:37:31 +01:00
Daniel Gibson
699779e9ca Make window alpha chan opaque on Wayland, fix #426
For some reason Wayland thought it would be clever to be the only
windowing system that (non-optionally) uses the alpha chan of the
window's default OpenGL framebuffer for window transparency.
This always caused glitches with dhewm3, as Doom3 uses that alpha-chan
for blending tricks (with GL_DST_ALPHA) - especially visible in the main
menu or when the flashlight is on.
So far the workaround has been r_waylandcompat which requests an OpenGL
context/visual without alpha chan (0 alpha bits), but that also causes
glitches.
There's an EGL extension that's supposed to fix this issue
(EGL_EXT_present_opaque), and newer SDL2 versions use it (when using
the wayland backend) - but unfortunately the Mesa implementation is
broken (seems to provide a visual without alpha channel even if one was
requested), see https://gitlab.freedesktop.org/mesa/mesa/-/issues/5886
and https://github.com/libsdl-org/SDL/pull/4306#issuecomment-1014770600
for the corresponding SDL2 discussion

To work around this issue, dhewm3 now disables the use of that EGL
extension and (optionally) makes sure the alpha channel is opaque at
the end of the frame.
This behavior is controlled with the r_fillWindowAlphaChan CVar:
If it's 1, this always is done (regardless if wayland is used or not),
if it's 0 it's not done (even on wayland),
if it's -1 (the default) it's only done if the SDL "video driver" is
  wayland (this could be easily enhanced later in case other windowing
  systems have the same issue)

r_waylandcompat has been removed (it never worked properly anyway),
so now the window always has an alpha chan
2022-02-05 16:34:34 +01:00
Daniel Gibson
d09ccb8539 If creating window fails, first try to reduce MSAA level, fix #440
so if someone configured 16x AA on a system that doesn't support it
(like when using AMDs open source driver), 8x will be tried before
falling back to a 640x480 window with no AA at all.
(and then it'll try 4x and then 2x and then no AA at all, and only then
 reducing color depth will start, and even later it'll fall back to
 a small 640x480 window)
2022-01-24 06:00:55 +01:00