Commit graph

12970 commits

Author SHA1 Message Date
Bill Currie
251e47f4d6 [vulkan] Add a function to update texture contents
It works on only one layer and one mip, and assumes the provided texture
data is compatible with the image, but does support sub-image updates
(x, y location as parameters, width and height in the texture data).
2022-11-15 09:18:26 +09:00
Bill Currie
8fa6167a57 [vid] Add a function to set the palette and colormap
Mostly for qwaq as it uses the default VGA palette but I need to do some
testing with the quake palette.
2022-11-14 19:39:55 +09:00
Bill Currie
7c53a68ad7 [scene] Move efrag code from renderer to scene
While culling is very much part of rendering, it's more scene related
than renderer related.

Fixes the transform test failing to link.
2022-11-14 12:43:33 +09:00
Bill Currie
053c2c47db [vulkan] Double alias top/bottom color values
The bright end of the color map is actually twice the palette value, but
I didn't understand this when I came up with the shirt/pants color
scheme for vulkan. However, the skin texture can store only 0..1, so the
mapping to 0..2 needs to be done in the shader. It looks like it works
at least better: the gold key at the end of demo1 doesn't look as bleh,
though I do get some weird colors still on ogres etc.
2022-11-14 11:35:26 +09:00
Bill Currie
9f6c367fce [console] Resurrect console scaling
Currently only for gl/glsl/vulkan. However, rather than futzing with
con_width and con_height (and trying to guess good values), con_scale
(currently an integer) gives consistent pixel scaling regardless of
window size.
2022-11-14 09:49:13 +09:00
Bill Currie
0e64f959e2 [scene] Move visibility management into scene code
Well, sort of: it's still really in the renderer, but now calling
R_AddEfrags automatically updates the visibility structure as necessary,
and deleting an entity cleans up the efrags automatically. I wanted this
over twenty years ago.
2022-11-13 15:08:18 +09:00
Bill Currie
88e59e72c4 [scene] Make nullentity's id nullent
While an entity with a null registry is null regardless of the id,
setting the id to nullent is useful for other purposes.

Fixes the disappearing brush models in the vulkan renderer (it uses
entity id + 1 for indexing), and prevents similar issues in the future.
2022-11-13 14:35:47 +09:00
Bill Currie
767b39b7bd [client] Implement the scoreboards and spectator
This gets the status bar/hud back into function state.
2022-11-13 04:15:26 +09:00
Bill Currie
47fb887724 [vulkan] Implement Draw_TileClear
The status bar doesn't look right without it when it's supposed to be
there.
2022-11-13 04:15:26 +09:00
Bill Currie
5b202a1733 [qfcc] Skip over aliases when checking for blocks
This fixes the double call to [super init] as tested by ifsuper.r.
2022-11-13 04:15:26 +09:00
Bill Currie
76740d213e [qfcc] Add link from jump expression to destination
Having a dangling jump with no destination in my dot output wasn't very
informative.
2022-11-12 22:16:57 +09:00
Bill Currie
bfda4e776f [qfcc] Add a failing test case for if-super calls
The common idiom for self init (below) causes a double-call when
compiling with --advanced, resulting in an incorrect retain count.

    if (!(self = [super init])) {
	return nil;
    }
2022-11-12 20:07:30 +09:00
Bill Currie
2d3c2da64d [qfcc] Support advanced progs again
The support for the new vector types broke compiling code using
--advanced. Thus it's necessary to ensure vector constants are
float-type and vec3 and vec4 are treated as vector and quaternion, which
meant resurrecting the old vector expression code for v6p progs.
2022-11-12 20:04:19 +09:00
Bill Currie
71af297a52 [qfcc] Support extend expressions in dot_expr 2022-11-12 18:51:08 +09:00
Bill Currie
72e57367bf [qw] Check player name exists in spectator tracking
Fixes a segfault when the tracked player disconnects.
2022-11-12 14:40:18 +09:00
Bill Currie
07f897122f [ruamoko] Fix several builtin declarations
Trying to build and run frikbot with ruamoko progs found a pile off
issues.
2022-11-12 14:39:18 +09:00
Bill Currie
bbd2cdb8c8 [console] Check for curses before calling updaters
If curses isn't being used, then there are no entities and thus no
components to run. Fixes a segfault when running a server without curses
enabled.
2022-11-12 14:37:42 +09:00
Bill Currie
0ea5c1fa14 [qw] Call CL_NetUpdate only when active
Calling CL_NetUpdate while not active (or more importantly, while not
connected) results in a buffer write error (Sys_Error). Active was
chosen because that's how the old sbar code worked, and it seems
reasonable to stick with it rather than requesting pings etc during the
connect process.
2022-11-12 11:41:09 +09:00
Bill Currie
1a9ec15a41 [client] Include hud overlay in hud_debug 2022-11-12 01:50:31 +09:00
Bill Currie
0d9b475759 [client] Implement finale overlay and death-solo
Deathmatch overlay isn't working properly for end of level or death in
qw.
2022-11-12 01:47:17 +09:00
Bill Currie
749a110b76 [util] Check share path too when filling file lists
This fixes maplist showing only those maps in the user directory.
However, no checking is done for duplicate files due to earlier search
paths overriding later paths.
2022-11-11 22:05:10 +09:00
Bill Currie
5333c78f7a [client] Implement rogue's team (ctf) face
I don't like that teamplay is just a local cvar that doesn't get set by
the server.
2022-11-11 19:41:47 +09:00
Bill Currie
7b167b2f35 [client] Implement rogue inventory bar switching
And fix rogue ammo icons.
2022-11-11 18:27:51 +09:00
Bill Currie
acedc906dd [client] Implement hipnotic and rogue items
This involved disabling sigils for hipnotic and rogue (not used),
adjusting the number of items views, and moving the two keys views for
hipnotic. Rogue is not yet using the correct status bar pics.
2022-11-11 15:18:31 +09:00
Bill Currie
a91ae7aeb9 [client] Implement hipnotic and rogue weapon views
The functionality of the hipnotic and rogue weapon power-ups is now done
by a various mappings instead of separate functions. In theory, this
should make things more flexible, but most importantly, there's a lot
less code duplication.
2022-11-11 13:00:40 +09:00
Bill Currie
017bba8869 [client] Fix some view placement and buffer sizes 2022-11-10 21:27:49 +09:00
Bill Currie
c6b79d49a4 [client] Fix incorrect function component setup
Need to pass the address of the pointer :/
2022-11-10 21:23:04 +09:00
Bill Currie
2fb5b67012 [vulkan] Implement line graph rendering
I should probably just use the line rendering for all renderers and pull
the graph drawing out to the client code.
2022-11-10 21:19:01 +09:00
Bill Currie
74e64d7228 [client] Implement sbar flashes for items
Sigils can't be flashed as they don't have any animations provided, and
they're not normally as critical. I don't know why items weren't
flashed, but since the pics are there, might as well use them (and the
flashing keys do look pretty good).
2022-11-10 15:35:14 +09:00
Bill Currie
39074ba3c1 [qw] Implement hud ping and pl indicators
As well as the periodic update of pings when the scoreboard or hud ping
are shown.
2022-11-10 15:34:31 +09:00
Bill Currie
c07b2e4d1f Make item masks easier to read
When values are bit masks, they're much easier to read when expressed as
a shift than as a raw decimal number, especially when knowing the index
of the bit is important.
2022-11-10 15:08:36 +09:00
Bill Currie
d9b231e2aa [util] Return null for missing wad lumps
Segfaults are not good when a lump can't be found as it makes error
checking difficult.
2022-11-10 14:44:08 +09:00
Bill Currie
e0fa853f47 [client] Implement the update functions
nq's frags don't update properly yet, and there's still a lot of
optimization to sort out, but it seems to be fairly usable again.
2022-11-10 01:35:33 +09:00
Bill Currie
1b90f2320e [client] Extend sbar's api
I think this makes the purpose of the functions more clear and makes the
protocol logic less dependent on the meaning of some of the updates.
Most of the update functions are not fully implemented yet.
2022-11-09 19:41:59 +09:00
Bill Currie
73e62de2fb [client] Clean up sbar's globals access
I had forgotten that the cl structs in nq and qw were different layouts,
which resulted in qw's sbar/hud being quite broken. Rather than messing
with the structs, I decided it would be far better in the long run to
clean up sbar's access to the cl struct and the few other nq/qw specific
globals it used. There are still plenty of bugs to fix, but now almost
everything is in the one place.
2022-11-09 19:38:54 +09:00
Bill Currie
34f0a59441 [client] Merge sbar
At long last, the status bar code is now shared between nq and qw. There
are many bugs to fix, but at least now they're all in the one place.
2022-11-08 17:42:27 +09:00
Bill Currie
0e06a0c5bd [nq] Set unused fragsort entries to -1
The first scoreboard entry not showing was due to it being deleted
immediately because unused fragsort array entries had a valid player
index (0 in this case) and thus the unused view removal code was
removing views it should not.
2022-11-08 12:49:41 +09:00
Bill Currie
22b0f75cc2 [nq] Merge in qw deathmatch overlay display
Nicely, all the data is already sort-of available (ping and pl will be
interesting, and I need to double-check uid), but once I get some issues
with the first entry not working, I'll be able to "merge" sbar and
concentrate on rogue and hipnotic.
2022-11-08 11:24:34 +09:00
Bill Currie
80c8b377c4 [nq] Get the deathmatch overlay working
The placement isn't exactly the same as it was (more centered), but it's
working and correctly appears and disappears on during bigass1.
2022-11-08 00:21:30 +09:00
Bill Currie
9bf506fec6 [ui] Implement View_Delete
As per the pre-ECS view code, the entire sub-hierarchy of views is
deleted along with the parent view.
2022-11-08 00:20:02 +09:00
Bill Currie
24d8d864a2 [ecs] Optionally delete entities on hierarchy removal
Useful for deleting an entire sub-hierarchy of entities.
2022-11-08 00:16:29 +09:00
Bill Currie
4197d4a800 [nq] Propagate demoplayback over CL_ClearMemory
Because demoplayback seen by the shared client code is in viewstate and
that's in cl, it gets set to 0 when connecting, thus the network icon
while playing demos.
2022-11-07 10:36:56 +09:00
Bill Currie
4dccad656f [nq] Remove the workarounds for same-hierarchy parenting
With the hierarchy code fixed for intra-hierarchy parenting, there's no
longer any need to first pull the sub-hierarchy out of the main
hierarchy before changing the parent, resulting in less memory churn.
2022-11-06 23:18:32 +09:00
Bill Currie
ddd6c958a9 [ecs] Fix parent index updates when removing sub-hierarchies
In the end, it was removal of the old entries that corrupted the parent
indices. Very nicely, most of the fixes involved removing code. Taking
advantage of the ECS to debug the hierarchies was fun, and the resulting
colorized entity names helped no end.
2022-11-06 23:04:40 +09:00
Bill Currie
5ce0f4735c [nq] Correct the number of children for the health view
It needs only 3 as the face has its own view.
2022-11-06 20:11:45 +09:00
Bill Currie
1130919049 [ecs] Add a simplified test of the sbar hierarchy
Even 37 objects is a lot, but it's a whole lot better than 180. Most
importantly, it reproduces the problem, which seems to be not all parent
indices getting updated. The child indices seem to be working nice, as
do the reference object indices (ie, the entity components). I suspect
its the parent indices getting corrupted that cause problems on the
second switch of the hud/sbar cvar as the parent indices are used to
find the child indices that need to be updated.
2022-11-06 20:04:34 +09:00
Bill Currie
cf6b4efe5d [ecs] Colorize hierarchy test output
Just the tiniest bit of color goes a long way to spotting issues.
2022-11-06 20:03:29 +09:00
Bill Currie
97a6ce833e [ecs] Adjust the source root during self insertions
This improves the behavior of hierarchies when self-inserting, but nq's
sbar still crashes when trying to do so. However, its tree is a fair bit
more complex than the test case (that does pass now), so I need to try
to replicate the important parts of the tree with fewer objects (180 is
too many to work with).
2022-11-06 17:36:49 +09:00
Bill Currie
ecf59c8141 [ecs] Add failing same-hierarchy parenting test
As expected, reparenting a sub-hierarchy such that it (and possibly its
children) move up the arrays fails (this is why sbar needs to first
remove the sub-hierarchy then insert it).
2022-11-06 17:36:33 +09:00
Bill Currie
05947c8ac4 [ecs] Rework new hierarchy test for same-hierarchy
Since test_build_hierarchy2 already tested removal of a sub-hierarchy
(once fixed), it seems test_build_hierarchy3 testing parenting within
the same hierarchy would be a good idea. Reparenting such that
everything moves to later in the arrays works nicely (not very
surprising).
2022-11-06 08:36:43 +09:00