openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however.

_pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final.
updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue.
updates menu: added a v3 sources format, which should be more maintainable. not final.
updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again).
presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview.
prompts menus: now does word wrapping.
ftemaster: support importing server lists from other master servers (requested by Eukara).
server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so).
qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy.
qcvm: memfill8 builtin now works on createbuffer() pointers.
qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64
qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations.
qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments.
qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that.
qcc: fix up -Fhashonly a little
setrenderer: support for vulkan gpu enumeration.
rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets)
bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code.
(static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance.
pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests.
wayland: fix a crash on startup. mousegrabs now works better.
imagetool: uses sdl for previews.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2021-04-14 05:21:04 +00:00
parent cd50a54a5a
commit b9cd6ec91b
160 changed files with 13078 additions and 5542 deletions

View file

@ -1222,7 +1222,7 @@ static void PM_NudgePosition (void)
vec3_t base;
int x, y, z;
int i;
static float sign[5] = {0, -1/8.0, 1/8.0, -2/8.0, 2/8.0};
static float sign[] = {0, -1/8.0, 1/8.0};
//really we want to just use this here
//base[i] = MSG_FromCoord(MSG_ToCoord(pmove.origin[i], movevars.coordsize), movevars.coordsize);
@ -1240,10 +1240,20 @@ static void PM_NudgePosition (void)
{
for (i=0 ; i<3 ; i++)
{
if (pmove.origin[i] >= 0)
base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
if (pmove.velocity[i])
{ //round in the direction of velocity, which means we're less likely to get stuck.
if (pmove.velocity[i] >= 0)
base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
else
base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
}
else
base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
{
if (pmove.origin[i] >= 0)
base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
else
base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
}
}
}
else for (i=0 ; i<3 ; i++)
@ -1256,6 +1266,8 @@ static void PM_NudgePosition (void)
// if (PM_TestPlayerPosition (pmove.origin, false))
// return;
//this is potentially 27 tests, and required for qw compat...
//with unquantized floors it often succeeds only after 19 checks. which sucks.
for (z=0 ; z<countof(sign) ; z++)
{
for (x=0 ; x<countof(sign) ; x++)
@ -1271,6 +1283,20 @@ static void PM_NudgePosition (void)
}
}
//still not managed it... be more agressive axially.
for (z=0 ; z<3; z++)
{
VectorCopy(base, pmove.origin);
pmove.origin[z] = base[z] + (2/8.0);
if (PM_TestPlayerPosition (pmove.origin, false))
return;
VectorCopy(base, pmove.origin);
pmove.origin[z] = base[z] - (2/8.0);
if (PM_TestPlayerPosition (pmove.origin, false))
return;
}
//be more aggresssive at moving up, to match NQ
for (z=1 ; z<movevars.stepheight ; z++)
{