Commit Graph

9514 Commits

Author SHA1 Message Date
Bill Currie 03246e220f Update for 0.7.2. 2013-01-23 12:01:36 +09:00
Bill Currie b7d6ffa72e Build and package win64 binaries too.
As an added benefit, this tested the "one cross dir" design of my scripts
:)
2013-01-23 11:59:54 +09:00
Bill Currie ea7f446eff Add qfalloca.h to EXTRA_DIST.
make distcheck now passes again.
2013-01-23 11:58:45 +09:00
Bill Currie 45cfae7785 Add the new cross scripts to EXTRA_DIST
And remove the obsolete cross.sh from mingw.
2013-01-23 11:44:01 +09:00
Bill Currie d139640755 Make fs_userpath default to ~/quakeforge on windows.
The ~ gets expanded to CSIDL_LOCAL_APPDATA, $HOME, $USERPROFILE or just
".", whichever succeeds first. The usual location will be:
"C:\windows\profiles\<user>\Local Settings\Application Data".

"." is now the fallback for *nix systems too.
2013-01-23 11:10:19 +09:00
Bill Currie f68ae3ad5d Add support for 64bit windows via mxe (mingw).
Note that this support relies on the -multi branch (separate git repo on
github) util it gets merged.
2013-01-22 21:02:50 +09:00
Bill Currie 61bdb13c4c Remove obsolete mingw cross.sh script.
Now that mxe is here (and works nicely), this is no longer necessary
(doesn't work anyway).
2013-01-22 21:02:50 +09:00
Bill Currie 47c2d3cb2c Include stdint.h in regex.c
It seems stdint.h gets included automatically in windows builds.
2013-01-22 21:02:50 +09:00
Bill Currie e27d7cbd2d Handle alloca "correctly".
Use AC_FUNC_ALLOCA and the #ifdef mess suggested by the autoconf docs
(hidden in qfalloca.h).
2013-01-22 21:02:50 +09:00
Bill Currie f1aefc969d Fix some 64-bit mingw compile issues.
Just one more issue to fix (alloca), but with a hack, QF compiles (no clue
yet if it works: wine doesn't seem to be an option at this stage)
2013-01-22 21:02:49 +09:00
Bill Currie cb45d248c4 Use the Mersenne Twister for particles.
The seed is currently 0xdeadbeef, but I intend on fixing that soon. Now the
particle velocities and origins use fully independent bits (though a big
chunk is wasted right now).
2013-01-21 20:06:54 +09:00
Bill Currie 5188644e75 Implement the Mersenne Twister PRNG.
This gives QF a consistent qualilty PRNG on all platforms. The
implementation is slightly different from the standard, but gives the same
results for the same speed (details in mersenne.c).
2013-01-21 20:05:16 +09:00
Bill Currie 3de67589a3 Fix random particle origin/velocity z component.
This is a quick fix until I get a random number generator into QF.

Mingw's RAND_MAX is only 0x7fff and so the (((rnd >> 10) & 63) - 31.5) / 63.0
used for the z component of origin and velocity would never go positive.
For now, change the 10 to 9 (reusing another bit from Y). I plan on
implementing a full 32-bit PRNG in QF so we always have a reliable
generator.
2013-01-21 14:53:13 +09:00
Bill Currie e8721122b1 Use __attribute__((gcc_struct)) on dstatement_t.
Trust Microsoft to have really weird structure layout rules. Ah, well, this
fixes the weird progs errors Sock was getting.
2013-01-20 22:13:55 +09:00
Bill Currie f3682069e2 Ensure the float pointer to SND_Convert is aligned.
This should fix johnny's SIGBUS.
2013-01-19 16:09:32 +09:00
Bill Currie 22ca96ea46 Put the key_dest default back to key_console.
For now, anyway. This is a quick emergency fix for qw-client crashing when
a key is pressed while the client is waiting at the console on startup.
2013-01-19 12:17:57 +09:00
Bill Currie 354ad844e8 Update the debian changelog. 2013-01-18 17:15:27 +09:00
Bill Currie a6d6523cd1 Update for 0.7.1 2013-01-18 17:15:27 +09:00
Bill Currie 0186ca993d Allow the uninitialized variable warning to be suppressed. 2013-01-18 16:28:08 +09:00
Bill Currie eacc59c016 Build the field types array for enums, too.
However, every element is the same: type_default's type_def. This fixes the
segfault building qwaq introduced by the previous enum commit.
2013-01-17 22:01:31 +09:00
Bill Currie 46d2959908 Delay calling find_type for enums.
As find_type encodes the type too, calling find_type before the enumerators
have been created causes the type encoding to lose the enumerators.
2013-01-17 20:55:25 +09:00
Bill Currie 7a504f8983 Use float for enum defs in v6 progs.
The values are (or should be!) written as floats, so don't give any
debuggers hernias when displaying enums in v6 progs.
2013-01-17 20:53:22 +09:00
Bill Currie 6b05a7e964 Add (%Ec) to OP_ADDRESS's format specifier.
This makes OP_ADDRESS and OP_LOAD_* consistent.
2013-01-17 16:43:54 +09:00
Bill Currie c25e68ecaf Use hex output for %E opcode format specifier.
This makes %E's addresses consistent with other address output.
2013-01-17 16:42:28 +09:00
Bill Currie 00192ea1da Skip field immediates when generating progdefs.h
They break the very fragile algorithm :P.
2013-01-17 16:10:17 +09:00
Bill Currie 3c67e8f020 Fix the vector/quaternion scaling instructions.
It was pointed out by Blub\w (gmqcc) that OP_MUL_FV and friends were buggy
when the operands overlapped (eg, x = x.x * x) as the result would become
'x.x*x.x x.y*x.x*x.x x.z*x.x*x.x' (note the x.x squared for y and z). On
testing, sure enough the bug was present (and is a nice demonstration that
QF's VM does NOT have strict-aliasing bugs). As a very nice benefit: the
code produced by the fixes is actually faster than the broken version :).

The ruamoko code used for testing:
void (string fmt, ...) printf = #0;

vector foo (vector x)
{
    x = x * x.x;
    return x;
}

vector bar (vector x)
{
    x = x.x * x;
    return x;
}

int main ()
{
    vector x = '2 3 4';
    vector y = foo (x);
    vector z = bar (x);
    printf ("x=%v y=%v z=%v 2*x=%v\n", x, y, z, 2*x);
    return 0;
}
2013-01-17 10:23:02 +09:00
Bill Currie 5b47c15611 Get the bmesh directly from the object mesh data.
Yay, no fussing with edit mode. Thanks to _FrnchFrgg_ in #blendercoders for
the tip.
2013-01-17 09:52:09 +09:00
Bill Currie ca71034680 Make the field value editable. 2013-01-17 09:52:09 +09:00
Bill Currie 66ecf9eba0 Update the entity field list for blender 2.65a+
More api changes :/ However, the new version certainly seems more powerful.
2013-01-17 09:52:09 +09:00
Bill Currie f25fbfe0bc Split out the text reflow code.
This makes EntityPanel's draw code a little cleaner.
2013-01-17 09:52:09 +09:00
Bill Currie 6838913e31 Fix view3d callback for blender 2.65a+.
Yay experimental APIs :P
2013-01-17 09:52:09 +09:00
Bill Currie 2e8d9e7636 Correct the menu code to sortof work with the new IMTs.
The menu code at least compiles now. It should work for the default IMT
tables (ie, if imt_0 is there).
2013-01-16 20:31:46 +09:00
Bill Currie ace8d9ebc5 Implement dynamic IMTs.
Now the user can create and destroy IMTs at will, though currently
destroying IMTs is currently all or nothing (imt_drop_all).

An IMT is created via imt_create which takes the keydest name (key_game
etc), the name of the IMT (must be unique for all IMTs) and optionally the
name of the IMT to which the key binding search will fall back if there is
no binding in the current IMT, but must be already defined and on the same
keydest. This means that IMTs now have user determined fallback paths. The
requirements for the fallback IMT prevent loops and other weird behaviour.

Actual key binding via in_bind is unaffected. This is why the IMT name must
be unique across all IMTs.

The "imt" command works with the key_game keydest, but imt_keydest is
provided for specifying the active IMT for a specific keydest.

At startup, default IMTs are setup to emulate the previous static IMTs so
old configs will continue to work (mostly). New config files will be
written with commands to drop all of the current IMTs and build new ones,
with the bindings and active IMT set as well.
2013-01-16 19:48:54 +09:00
Bill Currie ec6ba8a03c Make key_dest private to keys.c
This has the bonus feature of making nq pause the game when input focus is
lost (same conditions as dropping the console or bringing up the menu).
2013-01-16 19:48:54 +09:00
Bill Currie 5d8aab744f Eliminate key_none.
It is no longer needed as it was a hack to get key repeat control working
properly.
2013-01-16 19:48:54 +09:00
Bill Currie 2a3986368e Use callbacks for key repeat control. 2013-01-16 19:48:54 +09:00
Bill Currie cf0729c818 Support more than one keydest callback. 2013-01-16 19:48:54 +09:00
Bill Currie 8975dd95fe Recalculate the refdef when leaving a menu.
A tad brute force, but this should fix the status bar not refreshing when
exiting the menus.
2013-01-16 15:40:47 +09:00
Bill Currie 3cb0f3e183 Remove viddef in favor of vid in the renderers.
This fixes the status bar refresh issues in sw. The problem was that with
two viddef's hanging around, things got a little confused and recalc_refdef
wasn't getting into the renderer.
2013-01-16 11:23:47 +09:00
Ozkan Sezer cdbb2ad030 Fix incorrect parsing of comments.
Parsing /*..*/ style comments would stop at the first *.
2013-01-16 10:31:02 +09:00
Bill Currie cf5a3d805b Ensure menu is valid before doing anything. 2013-01-13 21:49:43 +09:00
Bill Currie a05e7253e4 Force a full update when the fade screen is drawn. 2013-01-13 20:34:39 +09:00
Bill Currie 2974bedd78 Add ruamoko declarations for the new menu functions. 2013-01-13 20:13:19 +09:00
Bill Currie 0bfe387ce4 Split up Sbar_Draw.
The view visibility setting and drawing needs to be separated so the
drawing happens every frame (for fps counter etc).
2013-01-13 20:08:01 +09:00
Bill Currie a8542c2d48 Correct the spelling of QFK_HIRAGANA_KATAKANA.
'twas QFK_HIRAGANA_kATAKANA. Took a while to spot it :P
2013-01-13 18:54:23 +09:00
Bill Currie e8450f6c97 Add builtins to handle menu next/prev/enter. 2013-01-13 18:53:21 +09:00
Bill Currie e3b8157469 Create a new imt_menu imt.
It seems to work nicely as F10 no longer tries to quit while the menu is
displayed.
2013-01-13 18:19:00 +09:00
Bill Currie b18305351e Rename game_target to key_target.
Much better name :P
2013-01-13 18:14:16 +09:00
Bill Currie b1ddae927b Add a command to clear specific IMTs.
in_clear <imt>... where each argument to in_clear is an imt identifier. If
any identifiers are incorrect, the incorrect ones will be displayed and no
tables will be cleared. All or nothing.
2013-01-13 18:05:41 +09:00
Bill Currie 0c81364da8 Fix scr_copyeverything in gl and glsl.
Now the gl renderers unconditionally set it to 1. This is required because
the screen is cleared every frame.
2013-01-13 17:23:00 +09:00