qcc: added support for variable arguments via the va_arg intrinsic.
qcc: fix up some comment/whitespace issues with the preprocessor.
random hacks to try to improve dp compatibility a little.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4573 fc73d0e0-1445-4013-8a0c-d673dee63da5
fix q2 prediction.
fix q2 saved games issues.
fix q2bsp fullbright/fullwhite lights.
fix potential issues from svs.clients no longer being preallocated.
fix rtlights not doing q1 bsp texture animations.
misc crash fixes.
hack to allow a clickable hud when using a touchscreen.
gl_max_size no longer affects 2d images.
select faithful fps preset option by default.
gl_font a,b,c works to select fallback fonts. freetype fonts reused to reduce memory usage when the same font is used multiple times either with different sizes or as fallbacks as part of other fonts.
allow static member functions. allow static locals.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4552 fc73d0e0-1445-4013-8a0c-d673dee63da5
tweaked shadowmaps. now seems faster than stencil shadows. cubemap orientation should now match other engines.
tweaked terrain. rtlights work. added pvs tests for embedded terrain. sections are now saved in chunks instead, which should mean windows doesn't have a panic attack at 16 million files in a single directory. hurrah.
first pass at realigning menu options to cope with variable-width fonts. still need to do pure-text items.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4514 fc73d0e0-1445-4013-8a0c-d673dee63da5
fixed numerous shadowmapping bugs. actually seems to work now. appears to draw more lights than is actually needed, however.
changed how keyboard focus works. can now have menu+console open at once, although you probably need shift+escape to get at it.
fixed a few issues with nexuiz compat. there are *still* other issues.
greatly refactored cd playback code. cd driver code is now a backend only and does not provide its own commands. track remapping accepts named faketracks. worked around missing notifications in vista+, so looping will now work.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4491 fc73d0e0-1445-4013-8a0c-d673dee63da5
reworked prediction code, now more generic.
added cl_lerp_smooth, cl_predict_extrapolate, cl_predict_timenudge cvars to allow tweaking player prediction/smoothness in a few different ways. cl_lerp_smooth's default changed to not smooth out live games in order to avoid unnecessary lag (was effectively set to 1, and would be 0 in vanilla).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4471 fc73d0e0-1445-4013-8a0c-d673dee63da5
fixed shader lighting levels due to overbright methods.
fixed scaling.
misc other fixes and tweaks.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4469 fc73d0e0-1445-4013-8a0c-d673dee63da5
added support for recording nq demos, but only if not already on the server.
added capturedriver as a sane way to select between screenshots, avi, or various plugins.
output sound device can now be selected via the menu. not all drivers provide device enumeration (openal and dsound do).
enabled openal, but not using it unless an openal device is explicitly requested as its still a little buggy.
added \"\"" markup in the console.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4427 fc73d0e0-1445-4013-8a0c-d673dee63da5
demo menu can now leave quake dir.
scissor+line rendering abstracted from csqc.
added a rain particle effect to the 'high' particle set.
added support for parsing ezquake's koi stuff. Still only generates utf-8.
implemented some string-buffer builtins from dp that have been stubs for quite some time.
http code now supports/uses gzipped downloads properly.
added support for non-blocking tcp connects.
#pragma optimize makes more sense with the gui version now.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4397 fc73d0e0-1445-4013-8a0c-d673dee63da5
image_width is now only set by a single function.
tweaked scancode inputs slightly. added support for printscreen binds.
changed the way gamma works. glsl gamma now used when running windows, or hardware gamma is not available. removed gl_contrast+gl_brightness.
q2 gamecode support no longer has a system componant. this means that ports only need the generic stuff.
misc tweaks to the d3d11 renderer.
added brief descriptions to many builtins. need to add comments to constants, globals, and fields too, somehow.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4355 fc73d0e0-1445-4013-8a0c-d673dee63da5
r4196 | acceptthis | 2013-02-12 19:06:07 +0000 (Tue, 12 Feb 2013) | 9 lines
split in/out client frames, so that we can cope with separate packet/movement sequences for nq+prediction.
Make default ports a little more explicit.
interpolate input frames. should make things smoother when the input rate does not match video rate.
fix centering of crosshairs
make sure skins are flushed properly on vid_restart, so 24bit skins don't get messed up.
keep sounds ticking even when inaudible.
qc addressable block now has a max of 2gb.
.__variant works as a function argument.
NQ clients now receive player physics consistant with QuakeWorld.
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git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4194 fc73d0e0-1445-4013-8a0c-d673dee63da5
The ragdoll API is potentially usable now, but still really limited.
Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it.
Fixed nacl.
NPFTE plugin now invokes an exe to run the game rather than running the game within the browser.
externvalue builtin now accepts & prefix to return a pointer instead.
Fixed vector autocvars.
uri_get, bufstr_add, bufstr_free, now functional.
QC debugger can now show asm if line numbers are not available.
Added support for QC watchpoints. Use the watchpoint command.
gl_specular now give specular even without rtlights, thankfully not as blatently, but its there.
android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 fc73d0e0-1445-4013-8a0c-d673dee63da5
Quick hack preliminary d3d11 renderer. I'm not likely to touch this again for quite some time.
Sys_Error works properly on android, with an error message shown. Should be less of a stab in the dark if you get errors. Seg faults are still instantly fatal. Not much I can reliably do about those - most of the juicy ones will likely occur within the gl drivers (even if its my fault) and java will still call in to it.
Stereoscopic (quad-buffered) rendering is in the gl renderer. You'll likely need a quatro to use it despite it being a gl 1.0 feature. No idea about ati. See r_stereo_method for non-quad-buffered alternatives.
Tweaked networking to not overflow so much. Needs testing against other qw clients.
Fixed an issue with surface numbers > 32k on limit-breaking maps.
Fixed a preparse issue resulting in QW clients dying with the ne_ruins map's progs.
Support for the DP-variant of BSP2. The depricated RMQ variant is still supported.
QTV proxy now uses ipv6 hybrid sockets where possible. Preliminary pext support.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4105 fc73d0e0-1445-4013-8a0c-d673dee63da5
memory freeing tweeks
batch data rearranged a little (to try to reduce memory).
RBSP/FBSP fixed. lightstyles now supported.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4059 fc73d0e0-1445-4013-8a0c-d673dee63da5
playing around with fragmentation and mtus. added net_mtu to negotiate some mtu size for smaller (or larger) network messages. setting a custom mtu allows for message fragmentation too.
trying to add a reworked deltaing protocol, including all sorts of fun stuff like bbox sizes, and higher ent limits.
added support for content override entities. set the skin field to some (negative) contents value, and you get movable water with prediction and waterwarp and everything, though you likely want a custom qbsp or a shader to get backface culling.
removed some madness with model skins, fixing some weird q3 bugs.
fixed forced-pause-on-start for q2
fixed q3 server to actually accept client packets again.
fixed strftime builtin
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3979 fc73d0e0-1445-4013-8a0c-d673dee63da5
mvd playback fixes/cleanups
r_fb_models more closely matches ezquake.
readded str[i] support.
fixed char constants (outside of strings).
string table compression no longer affects distinction between "" and string_null.
multiplayer savedgame fixes.
don't bugilly change hexen2's playerclass on loadgame, and preserve the STR_foo globals which are not marked for saving.
fix small bug on player renames. added a temp debug print to try to catch the issue onemanclan is having.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3961 fc73d0e0-1445-4013-8a0c-d673dee63da5
lots of hexen2 fixes
fixed clipped decals again, still not using any...
fixed zips over 2g
rewrote bloom to use glsl. should be slightly more usable now.
lots more hexen2 fixes
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3957 fc73d0e0-1445-4013-8a0c-d673dee63da5
tweeked d3d renderer. certain shader constructs might be broken now so don't try q3 with it, but framerates are up when playing quake.
tweeked gl rendering too, timedemo results seem a little higher also.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3933 fc73d0e0-1445-4013-8a0c-d673dee63da5
some minor changes. Mostly bug fixes and internal reorganisation.
Added code to provide an activex control as part of the npfte.dll plugin. If the dll is registered the regsvr32 way, the plugin can be used with IE as well.
fisheye/panoramic view enable is now controlled by rulesets instead of serverinfo.
server will list all pak files it has loaded. client will probably do the wrong thing and still needs fixing properly.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3909 fc73d0e0-1445-4013-8a0c-d673dee63da5
will attempt to load doom3 maps.
_gl_fog 1 and friends can be used to activate fog, still needs tweeks for use, not a final feature at all.
added gl_screenangle which rotates the screen, including hud.
seems to be some nvidia driver issue. may need end-tasking after video shuts down (including from-fullscreen vid_restarts).
double-frees on glsl shaders is now supposedly fixed.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3735 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added win7 recently opened links, so rightclicking pinned icons gives recent servers. Perhaps not the best implementation (lol) but yay, only a little bit of horrible COM crap.
Hacked about with the scripted particle system. Classic is now the default set, but the scripted system is still active and can be used by mods or whatever if they wish.
Interpolation changes: should feel better on non-fte QW servers now. Not sure about other server types.
Added svc_setanglesdelta.
Fixed vwep+skins.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3682 fc73d0e0-1445-4013-8a0c-d673dee63da5
Now sorting players by team first, if teamplay.
Sort NQ players into teams based upon their lower colour. teamplay is only set if its a server that sets a proquake team thingie, but the rest is basically ignored.
Interpolate svc_setangles spam on nq servers, still need to do/test qw servers.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3667 fc73d0e0-1445-4013-8a0c-d673dee63da5
Added mic level indicator.
Able to record voice into mvds.
Fixed mvd recording.
Fixed mvd player sizes.
Fixed interpolation.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3665 fc73d0e0-1445-4013-8a0c-d673dee63da5
Fixed svc_setangles and sv_bigcoords.
Model code is now responsible for transforming traces instead of it being generic. This fixes rotating things getting stuck in players in hexen2.
The renderer now generates a list of surfaces to draw. Backend now performs rotations/scaling per entity. This fixes sorting order, at least when not using realtime lights.
Hidden items in the hexen2 inventory that you do not have.
Added colourmapping for hexen2.
Should be easier to click on menu items for hexen2.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3602 fc73d0e0-1445-4013-8a0c-d673dee63da5
splitscreen controls now on the menu.
Fixed splitscreen panorama.
Pause automatically when at the console/menus.
Attempting to clean up replacement texture paths (internal textures are still an issue).
Fixed a crash when playing oversized demos.
gl_bloom/ffov should now work again without bugging out.
H2 Demoness's staff should no longer generate errors when shooting with the tome of power. Some other related changes.
Server should compile now.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3585 fc73d0e0-1445-4013-8a0c-d673dee63da5
In this version: replacement GL backend. Replacement D3D backend sharing code with GL. Lots of code reorganisation.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3401 fc73d0e0-1445-4013-8a0c-d673dee63da5
Rewrote much of the console code. Should be no obvious differences.
Nearly all conchar parsing goes via a single function. Still some left in the dedicated server code.
Added the ability to parse utf-8 text, disabled by default.
Added the ability to input unicode chars using whatever keymap the user has set up in windows (not enabled by default).
Reworked vbo stuff to be a little more versatile.
Added toggle console command.
Added freetype2 support (not compiled by default).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3234 fc73d0e0-1445-4013-8a0c-d673dee63da5
Fixed up cl_indepphysics. Sending is fully independent, bar sync points.
Fixed so #if 0 works in qc code.
Fixed up error conditions in qclib when features are not supported.
The webpage generator will now refcount properly.
Fixed error conditions when using glsl shaders.
If MULTITHREAD is defined, r_loadlit will not light inside a separate thread.
We now generate VBOs for bsp objects. Shaders/rtlights don't use them yet.
Fixed up MVD/multiview playback a bit. It now looks like it works! (cl_hightrack will no longer track the same person in all views).
Fixed error conditions when attempting to download versioned csprogs.
Reduced the number of places that a q3-style marked up string is expanded. I think there are a couple places left still though. Approximated ezquake colour codes.
Memory mapped read file access in win32, where we can. Not sure about this. Lets see how things pan out.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3195 fc73d0e0-1445-4013-8a0c-d673dee63da5
A few changes. Half-Life support is finally getting committed.
Some unnecessary filesystem code changes.
And there's code for nsapi - meaning we can embed FTE in a browser (firefox and opera on windows work).
A couple of CSQC changes, trying to move towards a final EXT_CSQC_1.
Revised ruleset format finally implemented.
Doesn't compile with msvc6 due to issues with libjpeg not being a clean library.
Presumably its fine in vs2005.
Your mileage may vary.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3148 fc73d0e0-1445-4013-8a0c-d673dee63da5
Q3 clients can connect to q1 gamecode (sv_listen_q3).
hacked support for SendFlags. It'll work compatibly, just not efficiently.
Unified shared qc builtins.
fteqcc supports int |= float, more params in macros, &~= operator.
Additional recent DP QC extensions.
Particle system abstraction. 'r_particlesystem classic' (vs null or script) will revert to truly classic particles.
Nexuiz might run again.
Network address revamp (sv_port and sv_port_ipv6 can both be used to specify an ipv4 address:port and both corrently accept clients). localhost now properly favours ipv4 (use ::1 for ipv6 localhost).
Download system revamp.
Numerous other changes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3051 fc73d0e0-1445-4013-8a0c-d673dee63da5
fixed clear command from crashing
added ^h for toggleable half-alpha (still not rendered yet)
added ^&?? for extended fg/bg colors: (poosibly temporary?)
- first ? corresponds to foreground
- second ? corresponds to background
- valid characters for ? are 0-9, A-F and -
- hexadecimal number represents a color from CGA RGBI colors
- -(dash) represents default color for FG, clear for BG
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1838 fc73d0e0-1445-4013-8a0c-d673dee63da5
changed conchars from 16-bit to 32-bit
added support for RGBI fg and bg colors
better support for ^8/^9 text codes
fix to echoish menu sounds
added plugin stuff for centerprints/server messages/chat messages, not finalized (?)
GL/SW color character functions improved (although neither handle transparent characters, and SW needs improvement with the palette remapping)
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1750 fc73d0e0-1445-4013-8a0c-d673dee63da5
Well, plugins should be able to read/write files through the engine. audio decoding plugin interface is in (might be changed later).
TCPConnect is in.
msg_filter and scr_centersbar.
some recording fixes too.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1634 fc73d0e0-1445-4013-8a0c-d673dee63da5
use player.name instead of infokey name
add weak per team hash for cl_standardchat/cl_standardmsg for cl.teamplay
use obtained freq for SDL
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1552 fc73d0e0-1445-4013-8a0c-d673dee63da5
cl_netfps has also had some work.
Added polling of http-based master servers (gameaholic).
Lots of darkplaces compatability things added, for nexuiz.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1054 fc73d0e0-1445-4013-8a0c-d673dee63da5
Lots of changes.
CSQC should be functional, but is still tied to debug builds. It WILL have some bugs still, hopefully I'll be able to clean them up better if people test it a bit.
Precompiled headers are working properly now. Compile times are now much quicker in msvc. This takes most of the files this commit.
Restructured how client commands work. They're buffered outside the network message, some multithreaded code is in. It needs a bit of testing before it's active.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@885 fc73d0e0-1445-4013-8a0c-d673dee63da5