This is a subset of csqc, with alternative entry points that can be invoked by compat wrappers.
Also added sv_gameplayfix_setmodelrealbox cvar. Default value of 1 matches QuakeSpasm, whereas a value of 0 matches vanilla quake's behaviour.
md3 support
quoth/etc bug fix
strzone bug fix
png/jpg replacement wall textures
rewrote mdl rendering to always use arrays, relaxing vertex+tri limits.
removed static ents limit
fixed ambient_level not working at high framerates.
"joy_exponent_move" cvar.
Previously movement was linear.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1556 af15c1b1-3010-417e-b628-4374ebc0bcbd
Set to 1 to scale forward/side/up speed by "cl_movespeedkey" (usually 2), and make "speedkey" act as "slowkey".
Change "always run" menu option to offer
"off" (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200),
"vanilla" (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400) and
"quakespasm" (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200).
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1480 af15c1b1-3010-417e-b628-4374ebc0bcbd
Previous value of 0.001 was probably too low, may have caused
"stuck" triggers:
http://celephais.net/board/view_thread.php?id=60452&start=2935
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1439 af15c1b1-3010-417e-b628-4374ebc0bcbd
1. Remove Key_IgnoreTextInput(), and simple always send a Char_Event when
we receive TEXTINPUT (SDL2) or the unicode field of a KEYDOWN event is
filled (SDL1.).
2. Remove handling of K_KP_* in the menu/console, since they cannot be
relied on to not also send text (see issue described above). The handling
of K_KP_ENTER can stay, since we do know that it never sends text.
3. Remove the interpretation hack for the numpad, since it will no longer
be needed (and doesn't currently work for SDL2 anyway); if a numpad key
generates text we will handle it (because of "1"), if not then it will
simply be if ignored (because of "2”).
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1110 af15c1b1-3010-417e-b628-4374ebc0bcbd
was no longer needed and was causing issues typing underscores (US keyboard layout) on Linux/SDL2 where SDL_TEXTINPUT is delivered before the SDL_KEYDOWN.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1109 af15c1b1-3010-417e-b628-4374ebc0bcbd
* in_sdl.c: Remove the over-zealous "no events for unknown keys" checks introduced in r1085. Events for unknown keys can be useful for "press any key" situations.
* keys.c: In input grab mode, update the "lastkey" member only for key down events.
* keys.c/console.c: Adapt input grab mode to properly support catching "any key" presses.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1089 af15c1b1-3010-417e-b628-4374ebc0bcbd
Before, "gamekey" was the special case, now "textmode" is. We are now more precise about when we activate "textmode", e.g. we only do this when the console, messagemode, or a textfield in the menu are active. The trigger for doing this was this line on the "SDL_StartTextInput" page of the SDL2 wiki: "On some platforms using this function activates the screen keyboard.". Although we currenly support no such platform, it's good te be prepared, and what we do now is more correct anyway.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1066 af15c1b1-3010-417e-b628-4374ebc0bcbd
in_keys.c: Key_ConsoleBindable: remove redundant check, this is now handled by Key_KeynumToString/Key_StringToKeynum.
in_sdl.c: IN_SendKeyEvents: use a single method for checking whether we have a keydown or keyup event.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1047 af15c1b1-3010-417e-b628-4374ebc0bcbd
Tested on Linux and Windows with various keyboard layouts. This fixes some text input weirdness on Windows.
Before, we always used the "unicode" field (if available) of SDL's keydown events to overrule the "sym" field with which Key_Event() is called. However, the "unicode" field is only filled for keydown events, so this meant that our keyup events didn't always match their corresponding keydown events. With the introduction of Char_Event(), we can now use the "unicode" field for textinput only, and call Key_Event() with the non-overruled "sym" field. This has the benefit that keyup events now match keydown events, and that we can get rid of several ugly hacks (some platform specific ifdef's and some control character handling).
Note: the translation of the numpad keys to other keys when not in "gamekey" mode was dropped, because otherwise a numpad key could trigger (for intstance) both a textinput and a cursor movement in the console. This is arguably cleaner anyway.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1042 af15c1b1-3010-417e-b628-4374ebc0bcbd
Before, we stopped processing at the first byte of a multibyte character, now we skip over the bytes of a multibyte character and continue. This will probably not have a noticeable effect, but it's arguably more correct.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1040 af15c1b1-3010-417e-b628-4374ebc0bcbd
Partial revert of r1024, since the lastKeyDown stuff is actually needed for SDL2 when the keyboard layout has a printable character that isn't '`' or '~' on the default console-toggle-key (the one below 'Esc'). Instead of hardcoding it though, it is now determined by a new Key_ConsoleBindable function. This makes sure that we don't write an unwanted character into the console as a side effect of opening/closing it, but it still does allow the user to type '`' and '~' in chat messages.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1027 af15c1b1-3010-417e-b628-4374ebc0bcbd
This was hardcoded in in_sdl.c, now it is handled by Char_Console() itself, like it is in Key_Event().
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1024 af15c1b1-3010-417e-b628-4374ebc0bcbd