fteqw/engine/common/sys_win_threads.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#include <sys/types.h>
#include <sys/timeb.h>
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#include "winquake.h"
#include <conio.h>
#if (defined(_DEBUG) || defined(DEBUG))
#define CATCHCRASH
LONG CALLBACK nonmsvc_CrashExceptionHandler(PEXCEPTION_POINTERS ExceptionInfo);
#ifdef _MSC_VER //nt5
PVOID WINAPI AddVectoredExceptionHandler(ULONG FirstHandler, PVECTORED_EXCEPTION_HANDLER VectoredHandler);
#endif
#endif
#if defined(_DEBUG) && defined(_MSC_VER)
const DWORD MS_VC_EXCEPTION=0x406D1388;
#pragma pack(push,8)
typedef struct tagTHREADNAME_INFO
{
DWORD dwType; // Must be 0x1000.
LPCSTR szName; // Pointer to name (in user addr space).
DWORD dwThreadID; // Thread ID (-1=caller thread).
DWORD dwFlags; // Reserved for future use, must be zero.
} THREADNAME_INFO;
#pragma pack(pop)
void Sys_SetThreadName(unsigned int dwThreadID, char *threadName)
{
THREADNAME_INFO info;
info.dwType = 0x1000;
info.szName = threadName;
info.dwThreadID = dwThreadID;
info.dwFlags = 0;
__try
{
RaiseException( MS_VC_EXCEPTION, 0, sizeof(info)/sizeof(ULONG_PTR), (ULONG_PTR*)&info );
}
__except(EXCEPTION_EXECUTE_HANDLER)
{
}
}
#endif
#if !defined(WINRT) && defined(MULTITHREAD)
#include <process.h>
/* Thread creation calls */
typedef struct threadwrap_s
{
int (*func)(void *);
void *args;
char name[1];
} threadwrap_t;
// the thread call is wrapped so we don't need WINAPI everywhere
unsigned int WINAPI threadwrapper(void *args)
{
threadwrap_t tw;
tw.func = ((threadwrap_t *)args)->func;
tw.args = ((threadwrap_t *)args)->args;
#if defined(_DEBUG) && defined(_MSC_VER)
Sys_SetThreadName(GetCurrentThreadId(), ((threadwrap_t *)args)->name);
#endif
#ifdef CATCHCRASH
AddVectoredExceptionHandler(true, nonmsvc_CrashExceptionHandler);
#endif
free(args);
tw.func(tw.args);
#ifndef WIN32CRTDLL
_endthreadex(0);
#endif
return 0;
}
void *Sys_CreateThread(char *name, int (*func)(void *), void *args, int priority, int stacksize)
{
threadwrap_t *tw = (threadwrap_t *)malloc(sizeof(threadwrap_t)+strlen(name));
HANDLE handle;
unsigned int tid;
if (!tw)
return NULL;
stacksize += 128; // wrapper overhead, also prevent default stack size
tw->func = func;
tw->args = args;
strcpy(tw->name, name);
#ifdef WIN32CRTDLL
handle = (HANDLE)CreateThread(NULL, stacksize, &threadwrapper, (void *)tw, 0, &tid);
#else
handle = (HANDLE)_beginthreadex(NULL, stacksize, &threadwrapper, (void *)tw, 0, &tid);
#endif
if (!handle)
{
free(tw);
return NULL;
}
return (void *)handle;
}
void Sys_DetachThread(void *thread)
{
CloseHandle((HANDLE)thread);
}
void Sys_WaitOnThread(void *thread)
{
WaitForSingleObject((HANDLE)thread, INFINITE);
CloseHandle((HANDLE)thread);
}
//used on fatal errors.
void Sys_ThreadAbort(void)
{
ExitThread(0);
}
static DWORD mainthread;
void Sys_ThreadsInit(void)
{
mainthread = GetCurrentThreadId();
}
qboolean Sys_IsMainThread(void)
{
return mainthread == GetCurrentThreadId();
}
/*
qboolean Sys_IsThread(void *thread)
{
return GetThreadId(thread) == GetCurrentThreadId();
}
*/
/* Mutex calls */
/*
Note that a 'mutex' in win32 terminology is a cross-process/kernel object
A critical section is a single-process object, and thus can be provided more cheaply
*/
void *Sys_CreateMutex(void)
{
#ifdef _DEBUG
//linux's pthread code doesn't like me recursively locking mutexes, so add some debug-only code to catch that on windows too so that we don't get nasty surprises.
CRITICAL_SECTION *mutex = malloc(sizeof(*mutex)+sizeof(int));
*(int*)(1+(CRITICAL_SECTION*)mutex) = 0;
#else
CRITICAL_SECTION *mutex = malloc(sizeof(*mutex));
#endif
InitializeCriticalSection(mutex);
return (void *)mutex;
}
qboolean Sys_TryLockMutex(void *mutex)
{
#ifdef _DEBUG
if (!mutex)
{
Con_Printf("Invalid mutex\n");
return false;
}
#endif
if (TryEnterCriticalSection(mutex))
{
#ifdef _DEBUG
if (*(int*)(1+(CRITICAL_SECTION*)mutex))
Con_Printf("Double lock\n");
*(int*)(1+(CRITICAL_SECTION*)mutex)+=1;
#endif
return true;
}
return false;
}
qboolean Sys_LockMutex(void *mutex)
{
#ifdef _DEBUG
if (!mutex)
{
Con_Printf("Invalid mutex\n");
return false;
}
#endif
EnterCriticalSection(mutex);
#ifdef _DEBUG
if (*(int*)(1+(CRITICAL_SECTION*)mutex))
Con_Printf("Double lock\n");
*(int*)(1+(CRITICAL_SECTION*)mutex)+=1;
#endif
return true;
}
qboolean Sys_UnlockMutex(void *mutex)
{
#ifdef _DEBUG
*(int*)(1+(CRITICAL_SECTION*)mutex)-=1;
#endif
LeaveCriticalSection(mutex);
return true;
}
void Sys_DestroyMutex(void *mutex)
{
DeleteCriticalSection(mutex);
free(mutex);
}
/* Conditional wait calls */
/*
TODO: Windows Vista has condition variables as documented here:
http://msdn.microsoft.com/en-us/library/ms682052(VS.85).aspx
Note this uses Slim Reader/Writer locks (Vista+ exclusive)
or critical sections.
The condition variable implementation is based on http://www.cs.wustl.edu/~schmidt/win32-cv-1.html.
(the libsdl-based stuff was too buggy)
*/
typedef struct condvar_s
{
int waiters;
int release;
int waitgeneration;
CRITICAL_SECTION countlock;
CRITICAL_SECTION mainlock;
HANDLE evnt;
} condvar_t;
void *Sys_CreateConditional(void)
{
condvar_t *cv;
cv = (condvar_t *)malloc(sizeof(condvar_t));
if (!cv)
return NULL;
cv->waiters = 0;
cv->release = 0;
cv->waitgeneration = 0;
InitializeCriticalSection (&cv->mainlock);
InitializeCriticalSection (&cv->countlock);
cv->evnt = CreateEvent(NULL, TRUE, FALSE, NULL);
if (cv->evnt)
return (void *)cv;
// something failed so deallocate everything
DeleteCriticalSection(&cv->countlock);
DeleteCriticalSection(&cv->mainlock);
free(cv);
return NULL;
}
qboolean Sys_LockConditional(void *condv)
{
EnterCriticalSection(&((condvar_t *)condv)->mainlock);
return true;
}
qboolean Sys_UnlockConditional(void *condv)
{
LeaveCriticalSection(&((condvar_t *)condv)->mainlock);
return true;
}
qboolean Sys_ConditionWait(void *condv)
{
qboolean done;
condvar_t *cv = (condvar_t *)condv;
qboolean success;
int mygen;
// increase count for non-signaled waiting threads
EnterCriticalSection(&cv->countlock);
cv->waiters++;
mygen = cv->waitgeneration;
LeaveCriticalSection(&cv->countlock);
LeaveCriticalSection(&cv->mainlock); // unlock as per condition variable definition
// wait on a signal
for(;;)
{
#if 1
success = (WaitForSingleObject(cv->evnt, INFINITE) != WAIT_FAILED);
#else
do
{
MSG msg;
while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
DispatchMessage (&msg);
status = MsgWaitForMultipleObjects(1, &cv->evnt, FALSE, INFINITE, QS_SENDMESSAGE|QS_POSTMESSAGE);
} while (status == (WAIT_OBJECT_0+1));
success = status != WAIT_FAILED;
#endif
EnterCriticalSection(&cv->countlock);
done = cv->release > 0 && cv->waitgeneration != mygen;
LeaveCriticalSection(&cv->countlock);
if (done)
break;
}
EnterCriticalSection(&cv->mainlock); // lock as per condition variable definition
// update waiting count and alert signaling thread that we're done to avoid the deadlock condition
EnterCriticalSection(&cv->countlock);
cv->waiters--;
cv->release--;
done = cv->release == 0;
LeaveCriticalSection(&cv->countlock);
if (done)
ResetEvent(cv->evnt);
return true;
}
qboolean Sys_ConditionSignal(void *condv)
{
condvar_t *cv = (condvar_t *)condv;
EnterCriticalSection(&cv->mainlock);
// if there are non-signaled waiting threads, we signal one and wait on the response
EnterCriticalSection(&cv->countlock);
if (cv->waiters > cv->release)
{
SetEvent(cv->evnt);
cv->release++;
cv->waitgeneration++;
}
LeaveCriticalSection(&cv->countlock);
LeaveCriticalSection(&cv->mainlock);
return true;
}
qboolean Sys_ConditionBroadcast(void *condv)
{
condvar_t *cv = (condvar_t *)condv;
EnterCriticalSection(&cv->mainlock);
// if there are non-signaled waiting threads, we signal all of them and wait on all the responses back
EnterCriticalSection(&cv->countlock);
if (cv->waiters > 0)
{
SetEvent(cv->evnt);
cv->release = cv->waiters;
cv->waitgeneration++;
}
LeaveCriticalSection(&cv->countlock);
LeaveCriticalSection(&cv->mainlock);
return true;
}
void Sys_DestroyConditional(void *condv)
{
condvar_t *cv = (condvar_t *)condv;
//make sure noone is still trying to poke it while shutting down
// Sys_LockConditional(condv);
// Sys_UnlockConditional(condv);
CloseHandle(cv->evnt);
DeleteCriticalSection(&cv->countlock);
DeleteCriticalSection(&cv->mainlock);
free(cv);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#endif
#ifdef SUBSERVERS
typedef struct slaveserver_s
{
pubsubserver_t pub;
HANDLE inpipe;
HANDLE outpipe;
qbyte inbuffer[2048];
int inbufsize;
} winsubserver_t;
pubsubserver_t *Sys_ForkServer(void)
{
char exename[256];
char curdir[256];
char cmdline[8192];
PROCESS_INFORMATION childinfo;
STARTUPINFO startinfo;
SECURITY_ATTRIBUTES pipesec = {sizeof(pipesec), NULL, TRUE};
winsubserver_t *ctx = Z_Malloc(sizeof(*ctx));
GetModuleFileName(NULL, exename, sizeof(exename));
GetCurrentDirectory(sizeof(curdir), curdir);
Q_snprintfz(cmdline, sizeof(cmdline), "foo -noreset -clusterslave %s", FS_GetManifestArgs()); //fixme: include which manifest is in use, so configs get set up the same.
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
memset(&startinfo, 0, sizeof(startinfo));
startinfo.cb = sizeof(startinfo);
startinfo.hStdInput = NULL;
startinfo.hStdError = NULL;
startinfo.hStdOutput = NULL;
startinfo.dwFlags |= STARTF_USESTDHANDLES;
//create pipes for the stdin/stdout.
CreatePipe(&ctx->inpipe, &startinfo.hStdOutput, &pipesec, 0);
CreatePipe(&startinfo.hStdInput, &ctx->outpipe, &pipesec, 0);
SetHandleInformation(ctx->inpipe, HANDLE_FLAG_INHERIT, 0);
SetHandleInformation(ctx->outpipe, HANDLE_FLAG_INHERIT, 0);
SetHandleInformation(startinfo.hStdOutput, HANDLE_FLAG_INHERIT, HANDLE_FLAG_INHERIT);
SetHandleInformation(startinfo.hStdInput, HANDLE_FLAG_INHERIT, HANDLE_FLAG_INHERIT);
CreateProcess(exename, cmdline, NULL, NULL, TRUE, 0, NULL, curdir, &startinfo, &childinfo);
//these ends of the pipes were inherited by now, so we can discard them in the caller.
CloseHandle(startinfo.hStdOutput);
CloseHandle(startinfo.hStdInput);
return &ctx->pub;
}
void Sys_InstructSlave(pubsubserver_t *ps, sizebuf_t *cmd)
{
winsubserver_t *s = (winsubserver_t*)ps;
DWORD written = 0;
cmd->data[0] = cmd->cursize & 0xff;
cmd->data[1] = (cmd->cursize>>8) & 0xff;
WriteFile(s->outpipe, cmd->data, cmd->cursize, &written, NULL);
}
void SSV_InstructMaster(sizebuf_t *cmd)
{
HANDLE output = GetStdHandle(STD_OUTPUT_HANDLE);
DWORD written = 0;
cmd->data[0] = cmd->cursize & 0xff;
cmd->data[1] = (cmd->cursize>>8) & 0xff;
WriteFile(output, cmd->data, cmd->cursize, &written, NULL);
}
int Sys_SubServerRead(pubsubserver_t *ps)
{
DWORD avail;
winsubserver_t *s = (winsubserver_t*)ps;
if (!PeekNamedPipe(s->inpipe, NULL, 0, NULL, &avail, NULL))
{
CloseHandle(s->inpipe);
CloseHandle(s->outpipe);
Con_Printf("%i:%s has died\n", s->pub.id, s->pub.name);
return -1;
}
else if (avail)
{
if (avail > sizeof(s->inbuffer)-1-s->inbufsize)
avail = sizeof(s->inbuffer)-1-s->inbufsize;
if (ReadFile(s->inpipe, s->inbuffer+s->inbufsize, avail, &avail, NULL))
s->inbufsize += avail;
}
if(s->inbufsize >= 2)
{
unsigned short len = s->inbuffer[0] | (s->inbuffer[1]<<8);
if (s->inbufsize >= len && len>=2)
{
memcpy(net_message.data, s->inbuffer+2, len-2);
net_message.cursize = len-2;
memmove(s->inbuffer, s->inbuffer+len, s->inbufsize - len);
s->inbufsize -= len;
MSG_BeginReading (msg_nullnetprim);
return 1;
}
}
return 0;
}
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00