Commit graph

537 commits

Author SHA1 Message Date
ttimo
0f24e27e6b retarget to Visual Studio 2022 (v143) and Windows 10 SDK 2024-01-21 18:30:08 -06:00
bilaliscarioth
b5dfbd485f FreeBSD / NetBSD / OpenBSD build fixes, contributed by bilaliscarioth <bilal@iscarioth.org>
see https://github.com/TTimo/GtkRadiant/pull/686 for details
2024-01-14 17:09:00 -07:00
Timothee 'TTimo' Besset
b35cb10c83 fix, linux/flatpak is case sensitive with regards to gamepak folder names 2024-01-13 17:36:01 -07:00
ttimo
980356d87e netrun being on (see previous fix) highlighted that we are trying to have both a file and prefs directory at the same path - any prefs saving was likely broken on windows? 2023-08-20 14:48:02 -05:00
ttimo
d932cb1205 netrun mode was on all the time because of a buggy implementation 2023-08-20 14:46:53 -05:00
ttimo
826c5a114e rename KexQ2 -> Q2RE as it's now the law of the land 2023-08-20 14:45:55 -05:00
ttimo
8f88d5fac0 fix loading pointfile for KexQ2 2023-08-14 10:05:34 -05:00
ttimo
1c498433ce BSP monitoring off by default for KexQ2 config 2023-08-14 10:05:30 -05:00
Timothee 'TTimo' Besset
9471ed62f7 add a 'Quake II Remaster' game id 2023-08-14 10:05:25 -05:00
Johan Mattsson
3926194110
Remove redundant check 2023-08-13 13:09:43 +02:00
Timothee 'TTimo' Besset
ddbaf03d72 fix usage of realpath 2023-04-23 23:08:28 -05:00
Timothee 'TTimo' Besset
5295644ba4 randomly make one function more robust to overflows - turned out to have no impact on the crash in release, but now that I cleaned it .. 2023-04-23 22:53:46 -05:00
Timothee 'TTimo' Besset
df49d3b4d2 fix release crash 2023-04-23 22:50:22 -05:00
ttimo
8ddd383aaf fix windows build 2023-03-12 22:04:02 -05:00
Timothee 'TTimo' Besset
db3c56505e issue #687 - putting the game install folders under XDG_DATA_HOME 2023-02-19 21:23:57 -06:00
Timothee 'TTimo' Besset
d97f00e0e9 use XDG_STATE_HOME if set for g_strTempPath (.pid file, radiant.log etc.), and related cleanups 2023-02-19 15:35:05 -06:00
ttimo
b9d0a99e84 do not dump the whole qe3bsp.bat, only the actual step lines to avoid confusion 2022-11-24 18:21:51 -06:00
ttimo
6ac09d6f73 Improvements when not using BSP monitoring: check return code and show a clear error message, add a pause at the end of the compile 2022-11-24 18:21:25 -06:00
ttimo
fe696cf3ae replace WinExec with a more modern CreateProcess 2022-11-24 18:20:17 -06:00
ttimo
d441e69264 do not write out the build tools output to junk.txt, it hides the output from the cmd window. in ancient time the editor was loading junk.txt into the console afterwards, but that is long gone now - so that feature was entirely detrimental at this point 2022-11-24 18:20:08 -06:00
Timothee 'TTimo' Besset
7c513161b1 fix surface inspector 'Detail' contents button not working 2022-11-24 18:19:33 -06:00
Timothee 'TTimo' Besset
005c03c4a6 prune dead code 2022-11-24 18:19:19 -06:00
Timothee 'TTimo' Besset
340651526d prune dead code 2022-11-24 18:19:12 -06:00
Timothee 'TTimo' Besset
c9fce466d1 Upgrade Windows project files to 2019 2022-11-24 18:19:08 -06:00
Thomas Debesse
8aeff6b09a Do not do using namespace std to avoid type conflict
The STL now defines `std::byte` so doing `using namespace std`
will conflict will custom definition of `byte`, which this
legacy code is full of.

It looks like NetRadiant went the route of making explicit
usage of `std::` prefixed types and did not renamed the
custom definition of byte, so doing the same reduces diff
noise between the two trees.

This also makes the code future proof if the STL decides
to define some other types with common name.

This patches replaces all usages of `map`, `pair` and
`vector` with `std::map`, `std::pair` and `std::vector`
and remove the `using namespace std` line in `stl_check.h`.

```
libs/mathlib.h:132:44: error: reference to ‘byte’ is ambiguous
  132 | void NormalToLatLong( const vec3_t normal, byte bytes[2] );
      |                                            ^~~~
In file included from /usr/include/c++/11/bits/stl_algobase.h:61,
                 from /usr/include/c++/11/bits/char_traits.h:39,
                 from /usr/include/c++/11/ios:40,
                 from /usr/include/c++/11/ostream:38,
                 from /usr/include/c++/11/iostream:39,
                 from libs/missing.h:76,
                 from radiant/qe3.h:40,
                 from radiant/stdafx.h:39,
                 from radiant/bp_dlg.cpp:28:
/usr/include/c++/11/bits/cpp_type_traits.h:404:30: note: candidates are: ‘enum class std::byte’
  404 |   enum class byte : unsigned char;
      |                              ^~~~
```
2022-07-14 17:18:51 +02:00
Jay Dolan
ce321bf04b Add a filter for Quetoo's CONTENTS_ATMOSPHERIC. 2022-01-24 20:24:02 -05:00
Jay Dolan
bbae5359fa Fix gcc8 compilation issue on Linux. 2021-03-01 17:15:41 -05:00
Jay Dolan
655d74532d Add the area portal filter for idTech2 games.
These games had area portals. Quetoo now uses this contents for hardware occlusion queries as well -- so the filter is still useful there.
2020-12-28 16:02:05 -05:00
Jay Dolan
112e118de1 Add a filter for CONTENTS_MIST, with special love for common/fog and common/dust.
This allows mappers to quickly toggle large fog volumes in the camera view.
2020-12-16 21:56:16 -05:00
Jay Dolan
55995d2488 Alpha blending in camera view for SURF_TRANS_100 and SURF_ALPHA_TEST. 2020-12-16 21:55:09 -05:00
Jay Dolan
b8317c4fa0 Move camera up and down axially, not on view up. 2020-11-14 19:14:54 -05:00
Jay Dolan
07a34e72a1 Add smooth camera movement for non-discrete movement code path.
The camera key control routine now accumulates angular and positional velocity, and applies them per frame. There is also a friction component to reduce and then clear them over a few frames. This feels a lot closer to "noclip" movement, and allows mappers to navigate more precisely, which makes selecting brushes and faces in intricate areas much easier. YouTube preview of the movement here: https://www.youtube.com/watch?v=oiKwr3w0o5c
2020-11-11 12:31:34 -05:00
Jay Dolan
398e89f87f Remove game-conditionalized filter addition. Same filters for everyone. 2020-11-11 12:28:59 -05:00
Jay Dolan
fcf9d433b1 Introduce idTech2 material filters for Quake2 and Quetoo, introduce sky filter as well. 2020-11-10 12:29:07 -05:00
Jay Dolan
d4cbed3cbf Documentation fixes for FilterAdd 2020-11-10 10:46:59 -05:00
Jay Dolan
5c78413a45 Parens for operator priority. 2020-11-10 10:46:43 -05:00
Jay Dolan
91365cefe6 Don't set shader flags on idTech2 faces.
QER_ surface flags should not be set on idTech2 faces.
2020-11-02 22:55:22 -05:00
Jay Dolan
c064a1c0a4 Fix string comparison fail for key "model" 2020-11-02 17:43:23 -05:00
Jeffrey N. Johnson
bffc262c23 Fixes 485 2019-11-02 11:16:22 -07:00
Jay Dolan
64f12998e9 Use Gtk theme default text color for console.
Use the theme's default text color for normal text output. For folks using dark Gtk themes, the black text was unreadable.
2019-02-23 11:15:33 -05:00
cagelight
fe69635c09 fix struct/detail toggle toolbar icon 2018-04-29 16:40:32 -04:00
Timothee "TTimo" Besset
31040b90b5
Merge pull request #606 from Pan7/nocstr
Use Str instead of CString
2018-03-24 16:56:04 -04:00
Timothee "TTimo" Besset
bd0e7dba6b
Merge pull request #604 from Pan7/neglight
Allow negative light values
2018-03-24 16:55:36 -04:00
Timothee "TTimo" Besset
84fede3f53
Merge pull request #601 from Pan7/clearCombo
Clear Surface Property combobox on update
2018-03-24 16:54:59 -04:00
Jay Dolan
d7f0d04051 Fix "Wdith" typeo in preferences dialog. 2018-03-16 13:36:51 -04:00
Pan
44420e0fe6 Use Str instead of CString 2018-02-28 10:11:53 +01:00
Pan
615801f77a Allow negative light values 2018-02-25 17:03:47 +01:00
Pan
a1a5a423f2 Clear Surface Property combobox on update 2018-02-25 00:09:11 +01:00
Pan
9f52d441d9 Disable cubic clipping by default 2018-02-03 18:46:47 +01:00
Thomas Debesse
a88505ebe3 unvanquished "src" mod for unvanquished mapping from source 2018-01-31 19:51:19 +01:00