The links are now in "instance surfaces". For non-instanced models (world,
doors, plats etc (ie, world and its sub-models)), there will be one
instance surface per model surface. However, for instanced models (ammo
boxes etc), there will be many, dynamically allocated (not yet
implemented). This commit gets the static instance surfaces working.
This has several benifits:
o The silly issue with alias model pitches being backwards is kept out
of the renderer (it's a quakec thing: entites do their pitch
backwards, but originally, only alias models were rotated. Hipnotic
did brush entity rotations in the correct direction).
o Angle to frame vector conversions are done only when the entity's
angles vector changes, rather than every frame. This avoids a lot of
unnecessary trig function calls.
o Once transformed, an entity's frame vectors are always available.
However, the vectors are left handed rather than right handed (ie,
forward/left/up instead of forward/right/up): just a matter of
watching the sign. This avoids even more trig calls (flag models in
qw).
o This paves the way for merging brush entity surface rendering with the
world model surface rendering (the actual goal of this patch).
o This also paves the way for using quaternions to represent entity
orientation, as that would be a protocol change.
The error was quite valid: setting GL_TEXTURE_MAX_ANISOTROPY_EXT to 0 is
incorrect. The problem was caused by the call to glTexParameterf being
before the gl_anisotropy cvar was initialized. Thus, move all of the setup
code in GL_Init_Common() to after all the checks and, more importantly,
after the call to GL_Common_Init_Cvars().
It turns out that due to the way we do fullbrights, nothing special needs
to be done to get the fullbright texture blended with the model even when
fog is enabled.
There are some problems with menus and the console messing up the key_dest
state (they assume console/menu or game, nothing else), but otherwise
things seem to work.
in_bind_imt is now gone. I guess mercury was right in that it was a poor
design. However, it was (and still is necessary) to support "bind" and
"unbind". Now, instead, they work only with the IMT_MOD table. IMT_MOD sits
below IMT_0 in the imt hierarchy. If the key is not bound in IMT_0+, then
IMT_MOD will be checked. This way, "bind" and "unbind" can never mess with
a user's more sophisticated binding setup.
The backquote is not always usable for toggling the console, and the new
bind system doesn't automatically bind a key to both game and console imts
(by design). Thus create a cvar that allows the "always works" console
toggle to be specified in eg $fs_globalcfg. While I'm at it, do one for the
menus, too.
If the default sound device does not support mmap access, retry with
plughw. However, assume the user knows best and do not retry if snd_device
has been set to anything, including "default".
QF alsa support now works out of the box with pulseaudio.
Due to quake's original sound engine using a push model, the actual place
to which the sound data should be written is not necessarily where the
"hardware" dma cursor is, but rather where the last write finished off.
Thus, the correct output location is indicated by snd_paintedtime rather
than snd_shm->framepos.
I've had enough of this for the moment, but I'm pretty sure the test needs
some more consideration, and I'll probably forget about it if I don't mark
it.
I found wolfram's line-line intersection page and noticed their equation
for the time of intersection was rather different to mine. After analyzing
the differences, it turns out they produce exactly the same results (when
the lines are coplanar), but their method allows me to eliminate one dot
product (4->3). Not only that, but it turns out that their method works
equally well for skew lines (ie, non-coplanar).
mine:
CxA.CxA
-------
CxA.AxB
theirs:
CxA.AxB
-------
AxB.AxB
While unit normals aren't needed, they were too big for sane math. Now
epsilon can be used for the distance tests. One of the two new tests passes
now :).
When the trace stradles a plane in the current leaf, check the other side
of the portal, too, as it is possible that leaf will restrict the movement
of the trace.
All current tests pass! However, I can think of some situations (and I
already have a solution) where things will fail, but that's next.
It turns out that the box trace CAN get out of the solid from that location
(though a similar point trace can not). This is because of my decision to
allow non-points to touch a plane from either side without crossing the
plane, whereas a point touching a plane is always considered to be on the
front side of the plane as there is no further information to disambiguate
on which side of the plane the point is.
The trace is moved as far into the leaf as possible without leaving the
other side of the leaf. This ensures that trace_contents is started from a
good location. There is currently a problem with traces that stradle a
plane getting, but this has cleared up all the current contents related
tests.
When visiting a leaf in box mode, use trace_contents() to get the highest
priority contents of any leafs touched by the box in the current location.
I'm now down to one failing test case, and it's an "allsolid" issue that
might be an incorrect assumption in my test case.
If trace is null or point type, or the hull doesn't have portals, or the
first node is a leaf, MOD_HullContents operates in point mode (exactly the
same way as SV_HullPointContents()). However, in box mode, all leafs
touched by the trace are checked for their contents. The contents field of
trace (a bit field) will indicate the contents type of all touched leafs.
The returned contents value indicates the most important contents:
solid > lava > slime > water > empty
The one's complement value of the contents type is the bit number of the
contents bit field. I'm not sure how useful this will be as getting the
amount of overlap is currently not supported.
The code itself seems to work now. There are still some problems: the box
faces are using unit vectors for the edges, or I should go back to unit
vectors for the portal edges; starting in a solid corner won't always work;
etc. However, that's just mopping up: the main algorithm seems to be
working.
When the portals are too big, floats break down and break the tests. This
might not be much of an issue in real maps, but my tests use "infinite"
planes.
Unfortunately, Pythagorus and binary don't play well together, so rounding
errors are inevetible when testing with a slope. However, 1e-6 seems to be
a good epsilon (printf's %g hides it nicely :).
If the trace hits a portal on the plane that brought us to the leaf, then
we actually are in the leaf (otherwise, we shouldn't be here and thus
should ignore the leaf). At least, that's my thinking.
Many point tests fail (but they're really using box clipping with a zero
sized box) and two box tests fail.
I got rather tired of there being multiple definitions of mostly compatible
plane types (and I need a common type anyway). dplane_t still exists for
now because I want to be careful when messing with the actual bsp format.
This one demonstrates the need for more information in the bsp tree
(surface polygons). When the box collides with a corner where one side is
flat and the other angled, but there's a partition plane cutting the two,
the box can instead collide with the angled side before it hits the corner.
When the trace collides with something on both sides of a plane, the nearer
collision is required. The code now correctly checks both sides and keeps
the nearer collision.
However, there is still a problem with moves where the box is always cut
by the plane: both sides need to be tested (done), but when the first side
checked allows longer motion than the second, but still collides, only the
first side is checked. The shorter motion is required.
I'm not sure the end point needs to be moved at all, but I'll leave it
alone for now. I have a couple of failing test cases that seem to be caused
by not handling moves where the box is always cut by the plane.
Rather than setting allsolid when the trace fails to leave solid space,
clear it when the trace enters non-solid space. This is necessary because
the trace might visit only one node and thus the failure to leave solid
space will not be detected. This fixes the problem with hipnotic's bobbing
water.
seen_empty and seen_solid much better reflect their meanings, and also use
them correctly (eg, visiting an empty node does not clear seen_solid).
Hipnotic's bobbing water is still broken, though.
I have no idea why I did that, but it crept in with the var substitution
fix, so I guess it might have been an attempt to fix a bug, but it looks
like it was broken anyway.
Currently only "id", "hipnotic" and "rogue" are supported (anything else is
treated as "id"). Has no effect in quakeworld (good thing too: changing
gamedirs is a little broken).
Unfortuanately, I can't test this properly as I don't have any such
hardware, but as the code is mosly an edited copy of the interleaved code,
any errors should be easy to fix.
When jackd gets an unhandled xrun, it stops all processing but neglects to
tell the client about it. Thus, add a bit of a watchdog function to
s_update() and assume the client thread is dead if there's no sign of life
after one second. No more hanging on exit.
It seems qsockaddr's assumptions aren't necessarily portable, as OpenBSD
seems to be doing weird things with qsa_family. Even if that's not the
case, this is cleaner.
qcc always used vector stores to load values into the function parameters,
but if the location of the value is too close to the end of the global data
block (the vector spans the end of the block), it would trigger the bounds
check code. Thus, allow such instructions without a murmer, so long as it
actually is a parameter write.
In the original save gave format, global vectors were saved as individual
components rather than as a single vector, using the _x/_y/_z tags on the
vector name. However, recent qfcc completely dumped vector components as
separate defs, so old save games would have trouble loading with progs
built with a recent qfcc. Thus, do the component translation if necessary.
This allows the correct address to be put in the server info packet
allowing nq to work on multi-homed hosts. More testing needs to be done to
ensure nothing is broken, or better yet, a rewrite of the networking code
to properly associate the information with the packets.
Use the resource map code for handle management (much safer).
Add support for the enter callback (function or method).
Unfortunately, it still doesn't work due to poor design of the inputline
user data.
The software renderers force the console size to be the same as the window
size (no scaling), but they weren't telling the console of the resize.
oops. Fixes the crash when running the software renderers with default
sizes.
I was wondering why that parrot was dead.
Not realizing that negke's coag3 map had too many entities really ruined
the pleasure of playing it, so it's best to treat such situations as an
error (max_edicts can be bumped up to 32000 if need be, but 2048 is plenty
for his map).
Create a "menu_pre" function that creates the autorelease pool, change
menu_post() to release the pool correctly, and make the menu internal code
require and call menu_pre.
IPv4 addresses should be formatted identically to how we're used to seeing
them, without the brackets that denote an IPv6 address and separate it from
the port specification.
in_dga -> 0 (until X is fixed)
gl_multitexture -> 1 (why was this 0? not enough support back then?)
cl_usleep -> 1 (seems to be ok)
host_mem_size -> 40 (even 32 isn't enough these days)
rate -> 10000 (we're not in the modem era any more)
cl_mem_size -> 32 (16 is not enough, 32 sounds better than 24)
Move the texture coordinates in 1/4 of a pixel. To avoid unnecessary
calculations, pre-caclulate the character cell texture coordinates and
blast them into the the texture coordinate array.
r_skyname now acts as the default sky to use when no sky name is specified
by other means ("none" is still no sky). 'loadsky foo' will load the
"foo*" sky textures, 'loadsky none' gives the default sky, and 'loadsky
""' causes uses r_skyname.
MOD_TraceLine now behaves the same as id's SV_RecursiveHullCheck (from
WinQuake). This means that even if the trace would escape from solid space
into non-solid space, the trace is treated as allsolid if it crosses from
one solid space to another before hitting the empty space.
trace-id.c is used only for establishing the behaviour of id's code.
This reverts commit 10232acdfe.
The problem was really in the trace code, but it got fixed by "accident"
when I had similar problems in hipnotic a couple of years later. Now to
figure out just what the trace could really should be doing.
I've been experiencing funny trace issues while playing Soul of Evil. While
I think the boxclip dregs shouldn't be causing problems, it's probably best
to clean them out properly before trying to fix anything.
When R_AddEfrags is used (as is the case in nq), this function is
redundant. Brush models in qw are currently broken (invisible), but that's
just a matter of getting qw to use R_AddEfrags instead of R_NewEntity.
This removal should speed up the software renderers a little bit.
o Check the return value of XF86DGADirectVideo.
o Use input_grabbed instead of in_grab for checking whether to enable dga
mouse and other grabbed actions.
This is an extension "wrapper" (no such C function). This allows ruamoko
programs to read property lists without worrying about the memory required
to store the string for the property list being read.
Much more testing is required (oh, but for qc-valgrind), but there is now
a ~945kB block of free data in the menu progs heap :).
Also, correct the printed size of the memory block to not include the
block header size.
It's probably nowhere near right, but probably ok for now (I need to study
the GNUStep code). I'm unhappy with the menu code hook, but it will have
to do for now.
The plist code was written long before I thought of resource handles, and
then it was forgotten. This is much nicer and safer than storing C
pointers in progs memory space (*shudder*).
Here's a patch to NET_SendToAll() which was always
broken: it never skipped non-connected clients.
Depending on the compiler, it would wait the whole
5 seconds of its blocktime before it gave up.
While there, changed its blocktime argument to
double (the comparison is against a double.)
Wav file were not read correctly when encoutering most chunk type beside the ones used by QuakeForge.
This patch will fix the riff loader code so that unused but defined chunk are skipped. Most wav files should now be loaded correctly fixing some silent sound effect.
Also fixed a typo in wav loader and reordered wav validity check so that format is checked first. The data chunk could be inexistant on some weird format and so an invalid format is a more helpful error text.
! Fix: Skip unsupported chunk in riff loader instead of rejecting riff file.
! Fix: typo in Microsoft name.
! Fix: ordering of wav validity to enable more helpful error text.
I don't know about other FTEqcc compiled progs, but quoth doesn't try to do
anything clever (all its denormals are either vars of the wrong type, or
-0.0).
Some QuakeC compilers (eg, FTE) insert a data chunk between the progs
header and the rest of the progs data. Unfortunately, FTE does not maintain
the assumed 32-bit alignment.
This happens when qf fails to connect to jackd (possibly other times).
There is probably a better solution to the problem, but not opening a
stream when the sample rate is reported as 0 definitely fixes the inifinite
recursion in read_samples().