Commit graph

8450 commits

Author SHA1 Message Date
Bill Currie
7b0d48313d Fix a signed type mixup.
I mis-applied calim's patch, and gcc failed to tell me :(
2012-04-26 07:28:22 +09:00
Bill Currie
20b7a46100 Remove a bogus model type check.
This allows 16-bit alias models to render when viewd straight on.
2012-04-25 11:50:20 +09:00
Bill Currie
ba7046ea09 Allow large skins in sw32.
Dirty rotten magic numbers :P
2012-04-25 10:47:44 +09:00
Bill Currie
866c56c236 Do not try to lerp entities when their model changes.
This avoids sending invalid pose data to the renderer. The symptom was a
vertex array offset higher than the vertex array size. Discovered by calim
of nouveau while he was debugging a driver problem found by QF. Many
thanks.
2012-04-25 10:09:23 +09:00
Bill Currie
a7870a98a1 Apply a couple of patches from calim of nouveau.
One's an actual bug, the other a bit of error checking (not sure how
necessary it is, but it's in code that we don't /want/ to run, so it can't
hurt :)
2012-04-25 08:48:46 +09:00
Bill Currie
e167300a84 Fix a segfault in the sw32 renderer on entering e1m7
While this particular tigger of the real bug was caused by 659d95221e
(hopefully fix both the "get stuck waiting for 3d" bug and the null
worldmode bug.), the real bug was lurking in the code since the dawn of
time (from sw32's perspective). This fix is as per LordHavoc's suggestion
(heh, despite the years, he knows his code), but I spent the time hunting
down the trigger to understand just what was going on.

It turns out that (0,0,0) is too close to a wall (probably on, but the
slight default offset is too close) and the above commit changed the first
rendered frame to be before the player origin was set rather than after.
This fix feels correct to me because noclipping around with the sw32
renderer would probably hit the same bug with a bit of bad luck. Thus
ensure the index resulting from zi never exceeds 65535.
2012-04-24 22:02:20 +09:00
Bill Currie
3788a1a3b7 Correct the output of 16-bit vertex data.
The order is high (unscaled) low (scaled by 1/256) rather than low
(unscaled) high (scaled by 256).
2012-04-24 14:13:29 +09:00
Bill Currie
95cef4a73e Correct a spelling error. 2012-04-24 14:12:54 +09:00
Bill Currie
c2712e6373 Track recent api change in svn blender.
Bah, I'm looking forward to the bmesh api stabilizing.
2012-04-24 11:04:45 +09:00
Bill Currie
efd3485acf Updates for the next release.
I haven't decided on the version number yet.
2012-04-23 08:54:19 +09:00
Bill Currie
99c58cca73 Make exporting md16 files possible.
Not sure if it actually works as the clients don't render the result
properly (can't see anything where the model should be), but the output
model does import back into blender properly.
2012-04-23 08:54:19 +09:00
Bill Currie
87e56e0655 Fix some doxygen issues. 2012-04-22 22:20:45 +09:00
Bill Currie
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
ca978315fb Change the default vid plugin from sw32 to glsl. 2012-04-22 10:11:56 +09:00
Bill Currie
07c618492f Break out the default plugin code into its own macro. 2012-04-22 10:03:52 +09:00
Bill Currie
1fd84477a2 Rename char to dchar in the text vertex shader.
Thanks to Spirit :)

Turns out certain drivers (nvidia?) reserve "char" even though opengl does
not. This should fix his missing console text.
2012-04-21 20:59:04 +09:00
Bill Currie
7317aaf109 Fix an out-by-one error when expanding intervals. 2012-04-21 20:16:28 +09:00
Bill Currie
965680f5dd Fix the bogus rotation flag when exporting the torch. 2012-04-21 11:42:38 +09:00
Bill Currie
4e435654c0 Implement multiple skin and frame exporting. 2012-04-21 11:31:33 +09:00
Bill Currie
1242247ac2 Write the number of subskins in a skin group. 2012-04-21 11:30:43 +09:00
Bill Currie
3b07928373 Fix an inconsistent numeric constant.
While checking the shaders to see if there might be anything obvious to
work around the current nouveau shader issues, I found a 1 that should have
been a 1.0. I'm surprised it ever compiled.
2012-04-20 16:30:25 +09:00
Bill Currie
cdc57a0473 Set the skin images' fakeuser flag.
Until I figure out how to do animated skins in blender...
2012-04-19 22:16:30 +09:00
Bill Currie
6bae99d66c Create an animation script for imported models.
The animation script is just a plist of relevant frame and skin
information. Documentation is included in the generated script.
2012-04-19 22:06:43 +09:00
Bill Currie
ff05074e70 Set the fcurve interpolation to linear.
Since qf does linear interpolation of verts, this seems to be reasonable.
Certaintly better than the rose-thorns I got because I haven't figured out
how to kick the auto-clamp.
2012-04-19 18:49:53 +09:00
Bill Currie
274848b720 Use exceptions for error reporting.
Much cleaner, should have done it this way in the first place.
2012-04-19 14:30:40 +09:00
Bill Currie
d500940983 Add support for writing plists.
For now, only dictionariess, lists/tuples, bytes and strings are
supported.
2012-04-17 22:05:50 +09:00
Bill Currie
68bf0108fb Create a python version of qfplist.
I've decided to use property lists to define mdl control scripts. Some
names will probably get changed, and I still need to write code for writing
a plist, but the hard part is pretty much done :)
2012-04-17 21:29:27 +09:00
Bill Currie
561484842c Fix some snafus in PL_ParseData
Found them by inspection while writing a python version of qfplist.
2012-04-17 21:26:33 +09:00
Bill Currie
196f2da585 Remove the fallback for missing image pack support.
It's been in blender since 2.59 or so.
2012-04-17 13:10:21 +09:00
Bill Currie
e25024c131 Build a single NLA track with strips for all actions.
This removes the need for fakeuser :).

Anyway, with this, the model's animations can be viewed all in sequence
just by hitting alt-a.
2012-04-16 15:42:49 +09:00
Bill Currie
4b29510bfd Set the name of the shape-key datablock to the model name.
Note that this is the data block that holds the list of actual shape-keys,
rather than the shape-keys themselves. I'm not sure what it's correct name
is (it's just "Key" in RNA).

I really dislike this method of setting the name, but the use of "Key" as
the datablock name is actually hard-coded into blender's C code :/
2012-04-16 13:33:45 +09:00
Bill Currie
0952e918dd Set fakeuser on actions.
Without fakeuser set, blender will toss out the actions on save and reload.
Converting to an nla strip might take care of that, but I haven't figured
out how to do that yet, so avoid any nasty surprised for the user.
2012-04-16 13:30:58 +09:00
Bill Currie
70f500a087 Use custom properties for model flags etc.
Eye position, auto rotation, sync type and particle effects can now all be
edited in blender: both import and export do the right thing. The settings
can be found in the "QF MDL" panel of the "Object" tab of the properties
view.
2012-04-15 21:55:23 +09:00
Bill Currie
878764f79d Fix some segfaults in nq-server. 2012-04-15 15:11:16 +09:00
Bill Currie
7fc700b802 Allow alias textures up to 1024x1024.
Blender's default texture size is 1024x1024, and there doesn't seem to be
any reason not to support it.
2012-04-15 14:13:05 +09:00
Bill Currie
6f026e9116 Fix some segfaults in server model loading.
I'd forgotten to test the servers when I did the vid_plugin changes.
2012-04-15 14:12:00 +09:00
Bill Currie
92c08fb957 Update required blender version. 2012-04-15 13:47:59 +09:00
Bill Currie
fd9b8f7b4a Fix import and export for blender 2.63
Blender 2.63 should be out in a few days. Nice to get this ready ahead of
time.
2012-04-15 09:34:53 +09:00
Bill Currie
d3af0b2357 Correct the MD16 writing code.
Forgot to test it :P
2012-04-15 09:34:16 +09:00
Bill Currie
ab4aec47a7 Correct vertex scaling for blender 2.62+
This also abandons support for older versions of blender.
2012-04-14 18:10:25 +09:00
Bill Currie
bbd277cb72 Fix building libQFrenderer as a helper library. 2012-04-12 17:16:40 +09:00
Bill Currie
61ae793367 Fix two broken symbols for sw32.
Now all 4 render plugins load as standard plugins (though there's still a
problem with libQFrenderer.so)
2012-04-12 17:12:24 +09:00
Bill Currie
633f70b2f1 Remove a functionally dead symbol.
The only purpose clearnotify seemed to be serving was to stop the console
plugin from loading :P
2012-04-12 17:05:42 +09:00
Bill Currie
7fc99f9c60 Fix gl and glsl support in sdl. 2012-04-12 16:47:37 +09:00
Bill Currie
ab486dcdf6 Unregister the quit command before registering it.
This fixes the quit menu not working.
2012-04-12 15:07:28 +09:00
Bill Currie
e784754a11 Disable the gl_triplebuffer check in glsl.
It doesn't seem to have any useful effect in QF (even before the plugin
project) other than setting the number of frames to update. I'm not sure if
it's a useless variable or one where the user is supposed to match it to
the system configuration. Anyway, with this, the glsl plugin now works.
2012-04-12 14:40:02 +09:00
Bill Currie
8401704c4e Connect up palette setting for gl and glsl.
The GL plugin now seems to work. GLSL still segs :(
2012-04-12 13:57:05 +09:00
Bill Currie
525dbcc13e Ensure code paths stay within the one renderer.
The gl renderer calling sw functions is bad news. Still all black, but I
think that's because palette setting is disabled.
2012-04-11 22:45:23 +09:00
Bill Currie
898bfa5e5f Split up the vid plugin init sequence.
This gets gl so it no longer segs. However, the screen remains black
(expect for cshifts).
2012-04-11 16:44:38 +09:00
Bill Currie
6ff658afe4 Use r_funcs in the client console plugin.
Getting the sw renderer's functions when running gl was nasty.
2012-04-11 16:38:15 +09:00