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
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160 changed files with 13078 additions and 5542 deletions
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@ -1222,7 +1222,7 @@ static void PM_NudgePosition (void)
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vec3_t base;
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int x, y, z;
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int i;
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static float sign[5] = {0, -1/8.0, 1/8.0, -2/8.0, 2/8.0};
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static float sign[] = {0, -1/8.0, 1/8.0};
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//really we want to just use this here
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//base[i] = MSG_FromCoord(MSG_ToCoord(pmove.origin[i], movevars.coordsize), movevars.coordsize);
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@ -1240,10 +1240,20 @@ static void PM_NudgePosition (void)
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{
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for (i=0 ; i<3 ; i++)
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{
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if (pmove.origin[i] >= 0)
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base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
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if (pmove.velocity[i])
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{ //round in the direction of velocity, which means we're less likely to get stuck.
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if (pmove.velocity[i] >= 0)
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base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
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else
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base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
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}
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else
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base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
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{
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if (pmove.origin[i] >= 0)
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base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
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else
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base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
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}
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}
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}
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else for (i=0 ; i<3 ; i++)
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@ -1256,6 +1266,8 @@ static void PM_NudgePosition (void)
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// if (PM_TestPlayerPosition (pmove.origin, false))
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// return;
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//this is potentially 27 tests, and required for qw compat...
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//with unquantized floors it often succeeds only after 19 checks. which sucks.
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for (z=0 ; z<countof(sign) ; z++)
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{
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for (x=0 ; x<countof(sign) ; x++)
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@ -1271,6 +1283,20 @@ static void PM_NudgePosition (void)
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}
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}
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//still not managed it... be more agressive axially.
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for (z=0 ; z<3; z++)
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{
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VectorCopy(base, pmove.origin);
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pmove.origin[z] = base[z] + (2/8.0);
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if (PM_TestPlayerPosition (pmove.origin, false))
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return;
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VectorCopy(base, pmove.origin);
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pmove.origin[z] = base[z] - (2/8.0);
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if (PM_TestPlayerPosition (pmove.origin, false))
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return;
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}
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//be more aggresssive at moving up, to match NQ
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for (z=1 ; z<movevars.stepheight ; z++)
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{
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