Commit graph

3461 commits

Author SHA1 Message Date
Zack Middleton
7426ac2176 OpenGL2: Fix sun rays being affected by the viewport size
Using r_drawSunRays 1, r_hdr 0, cg_viewsize 50 caused the sun rays to
only draw properly in the bottom right quarter of the world viewport.

The scissor rectangle for the world viewport was applied to the first
FBO_FastBlit() in RB_SunRays().

Set glScissor() in FBO_FastBlit() as it's done in FBO_Blit() and
FBO_BlitFromTexture(). Sun rays probably worked correctly with r_hdr 1
because the blit for HDR changed the scissor state.
2024-02-08 16:34:05 -05:00
Zack Middleton
93abc60a5b OpenGL2: Fix applying tcMod turb
Shader stage tcMods for matrix and turb effects need to be applied in
order for turb to be correct and all tcMod turb need to be applied
instead of only the last one.

Quake 3's textures/liquids/slime1 had tcMod turb and then tcMod scale.
OpenGL2 applied the matrix first and then turb which had the wrong result.
2024-01-18 03:16:39 -05:00
Zack Middleton
5ede35d8dd Fix building QVMs on Linux with Windows line endings
On non-Windows, compiling QVM tools failed if dagcheck.md had CRLF line
endings and compiling QVMs failed if game source had CRLF line endings.

Also made Windows open the files as binary (no automatic CRLF to LF) so
it behaves the same as on non-Windows.
2023-12-26 23:26:47 -05:00
Zack Middleton
b07ff2a3ca OpenGL2: Fix parsing q3gl2_sun without two additional tokens
If mapLightScale and shadowScale weren't included at the end of
q3gl2_sun, the next shader line was skipped by SkipRestOfLine().

COM_ParseExt() with allowLineBreaks=qfalse, returns "" once and
then goes to the next line anyway. (Doesn't work well multiple
"optional" tokens. It looks like a vanilla bug.)
2023-12-23 14:31:47 -05:00
Zack Middleton
ae0878ca61 OpenGL2: Fix q3map2 lightstyles effects
Fixes World of Padman wop_trashmap.

For r_mergeLightmaps 1
- Fix tcMod transform on "map $lightmap" stages
- Fix external lightmap image texcoords if shader also has an internal
  lightmap

For r_sunlightMode 1
- Fix "tcGen lightmap" stages with blendFunc GL_SRC_ALPHA GL_ONE being
  converted to white image + modulate lightmap and drawing incorrectly
2023-12-23 14:31:47 -05:00
Zack Middleton
972635ea5a OpenGL2: Fix updating the loading screen with r_cubeMapping 1
Generating cubemaps set backEnd.viewParms.isMirror = qtrue while the
loading screen said 'loading... maps/q3dm1.bsp' and it just stayed like
that until done loading (no additional messages or item icons) because
all 2D drawing was culled due to flipped culling for isMirror.

This was noticed because a recent commit fixed RB_ShowImages() to be
drawn to the screen instead of draw into renderFbo and never blit to
the screen. Now the loading screen draws over it as expected.

Mentioned commit: a81df34905
"OpenGL2: Fix border for cg_viewsize using HDR/FB-MSAA w/postProcess"
2023-11-22 21:11:41 -05:00
Zack Middleton
03bc4eb810 OpenGL2: Fix FB-MSAA on AMD Windows driver
Fix r_ext_framebuffer_multisample > 0 causing the screen to always be
solid black when using AMD Windows driver.

The AMD Windows driver requires binding renderbuffer for it to be valid.
The OpenGL2 renderer uses GL_EXT_direct_state_access that shouldn't
require this. It would be required for Core/GL_ARB_direct_state_access.
It seems like a driver bug.
2023-11-20 18:30:12 -05:00
Zack Middleton
f7c12a1cf7 OpenGL2: Fix r_clear when using HDR/FB-MSAA 2023-11-18 22:03:22 -05:00
Zack Middleton
a81df34905 OpenGL2: Fix border for cg_viewsize using HDR/FB-MSAA w/postProcess
If using renderFBO (r_hdr 1 or r_ext_framebuffer_multisample > 0) and
r_postProcess 1, the viewport border (cg_viewsize < 100) which is drawn
before the world scene was drawn to the renderFBO but not copied to the
default framebuffer.

Now 2D before the world scene is drawn to the default framebuffer
directly for r_postProcess 1 like 2D drawn after the world scene.
2023-11-18 22:03:22 -05:00
Zack Middleton
78359180a4 Build QVMs even if there is no QVM JIT
The QVM interpreter works on all platforms. If building QVMs is an
issue, that should probably be handled separate from whether there
is a QVM JIT compiler.

This enables building QVMs by default on Linux arm64.
2023-10-22 22:21:07 -04:00
Zack Middleton
b1e6ef1425 Improve AppStream metainfo 2023-08-19 16:40:44 -04:00
Jack Slater
ee950eb7b0
Merge pull request #397 from rawr51919/master 2023-08-12 13:40:54 -10:00
rawr51919
d907e4781e
Merge branch 'ioquake:main' into master 2023-08-12 14:34:54 -03:00
Jack Slater
e5c688b342 Update org.ioquake3.ioquake3.metainfo.xml
fixed the case of the filename and removed the hotlinked screenshots of original quake 3.
2023-08-07 08:02:39 -07:00
AsciiWolf
5327a21d5f Add AppStream metadata 2023-08-07 15:04:07 +01:00
Zack Middleton
10a45cbdc1 Don't list mod directories at Windows drive root
The mod list on Windows would search the root of the drive if
fs_basepath, fs_homepath, fs_steampath, or fs_gogpath are blank ("")
(which is usually the case).

The issue is in the low-level Sys_ListFiles() but it only affects the
mod menu, on Windows. It cannot be abused by console commands to
list system files outside of the virtual filesystem.

---

If a directory at the root of the drive of the working directory
contained a pk3 file, the directory was listed in the mods menu. The
virtual filesystem doesn't add blank directory names to the search path
so it cannot load mods from the drive root. (Unless of course you set a
fs_*path cvar to "C:\".)

Sys_ListFiles() with blank directory caused Windows to use "\*" for the
search path and "\" prefix means root of drive. Unix opendir("") failed
so nothing was listed for blank directory.

Sys_ListFilteredFiles() with blank directory _and_ specifying subdirs
could access any directory (on Windows and Unix-like) but no code uses
this or makes it accessible.

These functions are only used for initializing the virtual filesystem
and listing mods. They are not accessible by anything else such as a
console command. Only the mods menu, on Windows, is affected.
2023-07-06 05:10:06 -04:00
Zack Middleton
2bca424fce nsis: Only uninstall protocol handler for this installation 2023-07-06 05:03:36 -04:00
Zack Middleton
a119e67fb8 nsis: Fix CustomUrlArguments for protocol handler 2023-07-06 05:03:36 -04:00
Zack Middleton
221465f3b4 nsis: Add better descriptions for OpenAL and libcurl 2023-07-06 05:03:36 -04:00
Zack Middleton
5362af3858 nsis: Display ioquake3 version
Display version in the installer and add/remove software.
2023-07-06 05:03:36 -04:00
Zack Middleton
9738176849 nsis: Require installing SDL
It's required to run and unlikely to be installed system wide.
2023-07-06 05:03:36 -04:00
Zack Middleton
efd55cab9d nsis: Remove Speex library
The game doesn't support it anymore.
2023-07-06 05:03:36 -04:00
Zack Middleton
e452b7ac04 Fix macOS client/server failing to start from terminal
The macOS client and server were completely unusable when run from a
terminal. They blocked forever in `[NSApp run];` which was called by
Sys_InitProtocolHandler(). `applicationDidFinishLaunching` was never
called to exit the NSApp run loop.

Use SDL's SDL_DROPFILE event to receive URLs to handle on macOS instead.
This also handles URLs while the game is running (connect to new server)
instead of nothing happening when clicking a link while the game is
running.
2023-06-11 11:05:13 -04:00
Zack Middleton
8b6333fbd3 Update CI actions version
checkout and upload-artifact v2 are deprecated.
2023-06-07 10:23:56 -04:00
Zack Middleton
481372c667 Update CI to macOS 11
macOS 10.15 is not available anymore.
2023-06-07 10:23:56 -04:00
ineed bots
47c9641939 Fix bad client reliableAcknowledge DOS exploit
Having a reliableAcknowledge of 0x7FFFFFFF causes a massive
loop to be executed in SV_UpdateServerCommandsToClient due to the + 1 overflow.
2023-04-19 14:10:29 +01:00
Stefan Sundin
31c6d2f9d5
Add protocol handler support
This lets the user click a link in a web browser to very easily join a Quake 3 multiplayer game. As browser-based matchmaking websites become more popular, this makes it a lot more convenient and simple to play Quake 3 with others.

The links have the following URI format: quake3://connect/example.com:27950. The format has been designed to be flexible to allow more types of links in the future and avoiding having to make a breaking change. At the moment, "connect" is the only supported command.
2023-04-19 13:48:26 +01:00
Jack Slater
23a85089c2
Update SECURITY.md 2023-04-18 17:44:40 -10:00
Tim Angus
dbdd13e89e Update CI to Ubuntu 20.04 2023-04-17 15:05:24 +01:00
Zack Middleton
18f3b6b510 Document USE_INTERNAL_VORBIS in README 2023-04-02 17:13:41 -05:00
Zack Middleton
4610a2403a Update MSVC .lib files to SDL 2.24.0
Built with Visual Studio 2022 with PlatformToolSet v141_xp.
x64 built with TargetName SDL264 / SDL264main to use SDL264.dll.
2023-02-19 13:08:36 -05:00
Zack Middleton
847dfe1211 Fix running make-macosx{,-ub2}.sh on Linux
osxcross doesn't support ppc so it's not possible to compile Universal
Binary 1.
2023-02-19 13:08:36 -05:00
Zack Middleton
819e9830d8 Update macOS UB1 to SDL 2.0.22
Fix crash when scrolling using touchpad on macOS 10.6 (I fixed it
in SDL 2.0.18) and fix failing to start on x86 due to ioq3 SDL dylib
having absolute path instead of "@executable_path/libSDL2-2.0.0.dylib".

SDL 2.24.0 removed macOS 10.6 support (last with x86). Offically at
least, they also dropped x86_64 on macOS 10.7 and 10.8. So ioq3 UB1
is limited to SDL 2.0.22.

- Update x86 and x86_64 to SDL 2.0.22. Compiled with 10.13 SDK as
  10.14 SDK dropped running on older than macOS 10.9 and I ran
  "strip -x" on the libraries. Ad-hoc signed with PyOxidizer rcodesign.
- PPC is still MAN-AT-ARMS' SDL 2.0.1 build but I ran "strip -x"
  on it to reduce the file size.
- ARM64 build was removed from UB1 as UB2 with SDL 2.24.0 should
  be used instead.
2023-02-19 13:08:36 -05:00
Zack Middleton
02a12f2dec Update to SDL 2.24.0 and add separate macOS UB2 dylib
Update mingw and macOS SDL libraries to 2.24.0. (MSVC .lib files and
Xcode project haven't been updated.)

There is now a separate SDL dylib for macOS Universal Binary 1 and 2
because SDL 2.24.0 dropped support for macOS 10.6 (which is last to
support x86). Documentation says SDL 2.24.0 also dropped macOS 10.7
and 10.8 too. So UB2 is now 10.9 or later while 10.5 to 10.8 live in
UB1.

Compiled using osxcross with macOS 11.3 SDK. Ran "strip -x" on Windows
and macOS libraries. Ad-hoc signed dylib using PyOxidizer rcodesign to
fix digest checksums after strip.
2023-02-19 13:08:36 -05:00
Zack Middleton
70d07d91d6 Fix (disabled) Wavelet sound decompression
The first chunk of Wavelet sound was decoded as ADPCM and then
following chunks were decoded as Wavelet. It played as static
noise.

Using Wavelet compression requires engine code changes to enable.
2022-11-23 12:23:50 -06:00
Zack Middleton
84da6537c4 Fix in_availableJoysticks cvar not updating
When in_restart is called or SDL controller added/remove event is
received, IN_InitJoystick() tried to update the list but instead
of updating the cvar Cvar_Get() just printed a developer message:

  Warning: cvar "in_availableJoysticks" given initial values:
  "first joystick
  ", "first joystick
  second joystick
  "
2022-09-22 10:37:30 -05:00
Zack Middleton
f92c293f7b Add keys for SDL 2.0.14's new gamepad buttons
This fixes the additional buttons triggering binds for ioq3 left
and right joystick direction keys.
2022-09-22 09:18:22 -05:00
kungfooman
29b0cc3a4d vm_x86.c: Add defined(_M_IX86) || defined(_M_X64) (fix for VS2019) 2022-08-18 16:32:19 -04:00
Eugene
6d74896557 More predictable mesh normals generation 2022-03-21 18:07:23 +00:00
Jack Slater
d77a7d4c90 Revert "E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option"
This reverts commit daae32ddfd.
2022-03-10 15:48:14 -08:00
Jack Slater
5630e61ee4 Revert "code/curl: update ifdef condition for MCST-LCC compiler"
This reverts commit 56c83c8a72.
2022-03-10 15:47:57 -08:00
r-a-sattarov
56c83c8a72 code/curl: update ifdef condition for MCST-LCC compiler
in mcst-lcc compiler => 1.25 added a new macro definition to determine compiler
2022-03-10 14:12:06 -05:00
Jack Slater
99b66faa02
Update FUNDING.yml 2022-02-12 00:04:05 -10:00
Jack Slater
5e4e6c1480
Update README.md 2022-02-08 00:28:38 -10:00
Jack Slater
b7abe57d3b some old URL and doc updates
The installer building docs should probably go somewhere else but they don't need to be in the README
2022-02-08 00:19:05 -10:00
Johan Mattsson
c0f29642a4 Fix uninitialized variable 2022-02-05 13:27:42 +00:00
Johan Mattsson
f7b7d48766 Fix hex digit 2022-02-05 13:27:42 +00:00
Johan Mattsson
c2a0a7d986 Fix memset 2022-02-05 13:27:42 +00:00
Mickaël Thomas
84daa28267 Fix memory corruption in S_TransferPaintBuffer
When using a non-default sound configuration (such as 6 channels), after
a long time (about 4.5hours for 6 channels at 22050 Hz) an overflow will
occur in `S_TransferPaintBuffer`, causing an out of bounds write into
the dma buffer.

The problematic line is:
```
out_idx = (s_paintedtime * dma.channels) % dma.samples;
```

With `s_paintedtime` large enough, the result of the multiplication will
overflow to a negative number (since `s_paintedtime` is signed), and the
index into the output buffer will be negative.
2021-12-08 18:46:58 +00:00
Zack Middleton
9543cf24df Fix compiling on older macOS
ranlib errors on older macOS because of arm64 arch in code/libs/macosx/-
libSDL2main.a. Use lipo to extract the library for the specific arch
that is being linked.
2021-11-19 15:04:11 -05:00