Commit Graph

1394 Commits

Author SHA1 Message Date
Timothee 'TTimo' Besset 228557dc14 all this time you were printing tuples and didn't know it 2021-04-25 15:28:39 -05:00
Timothee 'TTimo' Besset 3aa6a90d34 wip 2021-04-25 11:49:32 -05:00
Timothee 'TTimo' Besset f333e55014 wip 2021-04-25 11:30:43 -05:00
Timothee 'TTimo' Besset 20ca170f5c scons and setup 2021-04-25 11:21:49 -05:00
Timothee 'TTimo' Besset f2a20c6813 scons and setup 2021-04-25 11:19:20 -05:00
Timothee "TTimo" Besset 584fea0708
Update main.yml 2021-04-25 11:14:23 -05:00
Timothee "TTimo" Besset 749cb1d0a7
Merge pull request #667 from TTimo/1.6-release-1
Setting up a github CI for windows builds
2021-04-25 11:06:49 -05:00
Timothee "TTimo" Besset 237aa5bb02
Create main.yml 2021-04-25 11:05:58 -05:00
Timothee "TTimo" Besset ebf1afd8c8
Merge pull request #663 from Calinou/fix-threads-missing-include
Fix build error on Linux due to missing `<stdint.h>` include
2021-03-06 08:46:54 -06:00
Jay Dolan 06d96a5fe5
Merge pull request #665 from jdolan/master
macOS and Linux build fixes
2021-03-03 14:35:04 -05:00
Jay Dolan bbae5359fa Fix gcc8 compilation issue on Linux. 2021-03-01 17:15:41 -05:00
Jay Dolan af11890c68 Ensure macOS build targets 10.9 SDK. 2021-02-13 12:12:30 -05:00
Jay Dolan ce6af0b465 Remove stale Quake Live VFS plugin references. 2021-02-11 17:45:04 -05:00
Jay Dolan a28b5d17f2 Eclipse Python support for Scons files. 2021-02-11 17:44:45 -05:00
Hugo Locurcio 15c7549830
Fix build error on Linux due to missing `<stdint.h>` include
This closes #662.
2021-01-07 18:57:03 +01:00
Jay Dolan 46abf34850
Merge pull request #661 from jdolan/master
Quake2 and Quetoo filter improvements
2020-12-28 21:54:04 -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 7d48cfa549 Eclipse project files. 2020-11-11 12:31:42 -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 ac57706100 Eclipse project files. 2020-11-10 12:29:15 -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
Timothee "TTimo" Besset f2d2da0d2d
Merge pull request #660 from jdolan/master
idTech2 shaders fix and compiler warning fixes
2020-11-08 15:23:33 -08:00
Jay Dolan f3db4e4523 Eclipse project files. 2020-11-02 22:55:33 -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
Jay Dolan 23010c89bc Fix glaring pointer issue in Picomodel load / free.
This one was producing 11 or so warnings.
2020-11-02 17:42:50 -05:00
Jay Dolan 66b967bd09 Eclipse project files. 2020-11-02 17:42:18 -05:00
Timothee "TTimo" Besset dd346f8fe5
Merge pull request #655 from illwieckz/fixmistake
Revert "q3map2	* fix: do not affect styled lightmaps by floodlight", fix #654
2020-07-11 15:46:46 -06:00
Thomas Debesse 3aee572a96 Revert "q3map2 * fix: do not affect styled lightmaps by floodlight", fix #654
This reverts commit 090fbf3d0d.

The broken code is not there yet and therefore cannot be fixed yet.
2020-07-07 10:01:04 +02:00
Timothee "TTimo" Besset 8c397cb01f
Merge pull request #653 from illwieckz/fixinfinitebounce
q3map2/light_bounce: prevent infinite loop on obscure bias compute
2020-07-04 14:16:16 -07:00
Timothee "TTimo" Besset abeb2f1022
Merge pull request #652 from illwieckz/styledflood
q3map2: do not affect styled lightmaps by floodlight, fix #616
2020-07-04 14:12:47 -07:00
Timothee 'TTimo' Besset 45e99c1241 Merge branch 'yaspoon-master' 2020-07-04 16:09:03 -05:00
Timothee 'TTimo' Besset 6f98213cc2 Fix various duplicate definition link errors, picked up by gcc 10 2020-07-04 16:08:41 -05:00
Thomas Debesse eb5fe5bce9 q3map2/light_bounce: prevent infinite loop on obscure bias compute
New code produces same result without loop at all, so
it cannot fall in infinite loop, and it is faster in
use cases requiring more than one loop in previous code.

The Unvanquished vega map is known to trigger the bug:
https://github.com/UnvanquishedAssets/map-vega_src.dpkdir
I reproduced it multiple time on various hardware (8 core FX-9590,
12 core/24 thread Ryzen 9 3900X) with commit af40508 and using
final compilation profile edited to use -fastbounce instead
of -fast option.

The symptom is simple, q3map2 stucks there:

--- Radiosity (bounce 1 of 8) ---
--- RadCreateDiffuseLights ---
0...1...2...3..

Or somewhere else in that progression bar given your hardware
and the amount of core your CPU has.

When stuck, all the CPU cores are running 100% but the thread
never returns (a strace can reveals it, a gdb backtrace too).

Thanks to @slipher for the precious advices and improving my first
attempt to fix it.

For more information on the issue, I asked:

> which negative value never can become positive
> when incremented infinitely?

slipher said:

> for a double, any value less than -2^53 would have this property
> don't know for float off the top of my head

But then, it means that's theorically verified this loop was able
to run forever in some case.

I don't know what this code is doing anyway, but at least we can
keep the behaviour without requiring to understand it.
2020-07-03 08:12:48 +02:00
Garux 090fbf3d0d q3map2 * fix: do not affect styled lightmaps by floodlight
port of https://github.com/id-tech-3-tools/map-compiler/pull/12
87b8589a3a
2020-07-03 07:24:09 +02:00
Brock York 78b32daef8 README: Add build dependancies required for Ubuntu and ArchLinux
-Builds tested on Ubuntu 18.04, 20.04 and ArchLinux
2020-06-12 21:56:24 +10:00
Brock York e94a2ebd3a SCons: Convert SConstruct file to Unix line endings
All other SCons files appear to have Unix line endings
2020-06-12 21:26:08 +10:00
Brock York db2c35a57c SCons: Update SCons build scripts to support Python 3 and SCons 3
Add parentheses to print statements
Use subprocess.check_output instead of commands.getstatusoutput
to run external processes
Use pickle instead of cPickle library
This allows building on Linux distributions that have switched to
python 3 by default but also retains backwards compatibility with
python 2.7
2020-06-12 21:23:33 +10:00
Timothee "TTimo" Besset 1f6d29eac8
Merge pull request #645 from pbtoast/prefs-circ-deps-485
Simple fix for crash related to circular dependencies in local pref path.
2019-11-02 16:20:46 -05:00
Jeffrey N. Johnson bffc262c23 Fixes 485 2019-11-02 11:16:22 -07:00
Timothee "TTimo" Besset 3f79dc370c
Merge pull request #639 from jdolan/jdolan/use-theme-font-color
Use Gtk theme default text color for console.
2019-02-25 14:40:39 +00:00
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
Jay Dolan a92bb7b602
Merge pull request #633 from zturtleman/picomodel-obj-surface-vertexes
Fix over allocating vertexes for OBJ models with multiple surfaces
2018-12-10 09:50:35 -05:00
Zack Middleton 7110342987 Fix over allocating vertexes for OBJ models with multiple surfaces
Loading Wavefront OBJ models in picomodel (used by radiant and q3map2)
did not reset the surface vertex index when starting a new surface. This
caused there to be unused vertexes, equal to the number of vertexes in
all previous surfaces, at the beginning of each surface. Exponential OBJ
vertex memory usage as number of surfaces increases. It did not affect
displaying or processing the surface faces.
2018-10-31 16:10:47 -05:00