Commit graph

2426 commits

Author SHA1 Message Date
SmileTheory
89701a1a45 OpenGL2: Faster mipmap generation. 2016-10-21 19:48:02 -07:00
SmileTheory
ba59df8c8c OpenGL2: Remove check for GL_ARB_texture_non_power_of_two.
Core in OpenGL 2.0.
2016-10-21 16:58:42 -07:00
SmileTheory
41ae7815c9 OpenGL2: Remove half float support.
Not enough accuracy for textures larger than 1024x1024, such as merged lightmaps.
2016-10-20 20:09:12 -07:00
SmileTheory
863adfcfc2 OpenGL2: Fix fog color. 2016-10-12 23:17:19 -07:00
SmileTheory
ad819edcc4 OpenGL2: Workaround for multiple deforms on MD3 mesh.
https://github.com/ioquake/ioq3/issues/122
2016-10-11 04:18:41 -07:00
SmileTheory
aa79738c50 OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
SmileTheory
239f539702 OpenGL2: Non-square merged lightmaps. 2016-10-10 03:06:03 -07:00
Zack Middleton
c80f341711 Handle ERR_DROP during Com_GameRestart
If ERR_DROP during Com_GameRestart after shutting down client, Com_Error
needs to restart the client otherwise there is just a black window. Also,
clear the game restarting flag in Com_Error otherwise it's not possible to
run Com_GameRestart again later.

I don't know of a way to trigger ERR_DROP, in FS_Restart for instance,
without engine changes however.
2016-10-09 19:17:58 -05:00
Zack Middleton
978afd7590 Avoid shuting down opus voip codec multiple times 2016-10-09 18:30:19 -05:00
Zack Middleton
755b2f38f0 Offer post-crash safe settings on a per-mod basis
Offer to restore settings when loading a mod that crashed, not the first
mod that gets loaded after a crash. Before the first mod loaded (usually
baseq3) would get the option even if missionpack or some other mod crashed.

- Make pid files separate for each fs_game.
- Remove/write pid every time switching fs_game.
- Create path before writing pid file otherwise it fails on first run.
- Show mod description.txt or fs_game instead of engine name in abnormal
  exit message.
- Check com_fullyInitialized in Com_Error before removing PID,
  otherwise "ioquake3 --version" segfaults when accessing fs_gamevar->string
  (plus not fully initialized isn't really a normal shutdown).
2016-10-09 18:18:08 -05:00
fmwviormv
2ef641b969 reset samplefrac to 8-bits, to prevent overflow
issue: https://github.com/ioquake/ioq3/issues/106
2016-10-07 01:21:15 +03:30
SmileTheory
1246d16834 Default cl_renderer to opengl2. 2016-10-02 20:00:59 -07:00
Tim Angus
f71fe6b613 Merge pull request #226 from smcv/underflow
Fix array underflow compiler warnings
2016-09-27 21:07:05 +01:00
Tim Angus
cce24668f7 Merge pull request #225 from smcv/reproducible-date
Pick up date from SOURCE_DATE_EPOCH, for reproducible builds
2016-09-27 21:05:24 +01:00
Tim Angus
3bd30f1f4f Merge pull request #223 from smcv/seperating
Fix mis-spellings of "separating" as "seperating"
2016-09-27 21:03:00 +01:00
Simon McVittie
f1a133acf1 UI_BuildFindPlayerList: make a sizeof() more obviously correct
As with the other branch of the if/else, each element of
foundPlayerServerNames is in fact the same size as each element of
foundPlayerServerAddresses, so it was fine; but it's better to make
it obvious that we are using the right array sizes.
2016-09-25 17:13:50 +01:00
Simon McVittie
01bfb1540f UI_BuildFindPlayerList: avoid array underflow
This function is used in the Team Arena menus

I don't think it's actually possible to reach this line with
foundPlayerServerNames < 1, because by the time we get here we have
set it to 1 + the actual number of servers; but if we did, it would
clearly underflow into foundPlayerServerNames[-1], which would be
undefined behaviour. gcc 6 diagnoses this with a warning:

code/ui/ui_main.c: In function ‘UI_BuildFindPlayerList’:
code/ui/ui_main.c:4138:16: warning: array subscript is below array bounds [-Warray-bounds]

Also correct the sizeof() invocation to make it more obviously
correct (in fact the buffers for names and addresses happen to both
be of size MAX_ADDRESSLENGTH, so it was fine, but it's good to be
obvious).
2016-09-25 17:13:47 +01:00
Simon McVittie
c5b6bb0d4b snd_wavelet: avoid undefined pointer below array bounds
Given an array b[] of length n, pointers to &b[0]..&b[n] are defined
(where only &b[0]..&b[n-1] can be validly dereferenced). &b[-1], or
equivalently b-1, is not something we can use in valid Standard C.

gcc 6 diagnoses this as:

code/client/snd_wavelet.c:33:9: warning: array subscript is below array bounds [-Warray-bounds]

and might take this undefined behaviour as permission to emit
"more efficient" object code that is not what the author expected,
for example nothing at all. Use a macro to fake a 1-based array instead.
2016-09-25 17:13:40 +01:00
SmileTheory
1cfa16674c OpenGL2: Some tr_image refactoring/cleanup. 2016-09-22 23:04:13 -07:00
Simon McVittie
9c76b546e3 Pick up date from SOURCE_DATE_EPOCH, for reproducible builds
The goal of reproducible builds is that a rebuild of the same source
code with the same compiler, libraries, etc. should result in the same
binaries. SOURCE_DATE_EPOCH provides a standard way for build systems
to fill in the date of the latest source change, typically from a git
commit or from metadata like the debian/changelog in Debian packages.

This does not change anything if SOURCE_DATE_EPOCH is not defined;
the intention is that a larger build system like a Debian package
will define it.

Please see https://reproducible-builds.org/ for more information about
reproducible builds.
2016-09-22 09:02:20 +01:00
Simon McVittie
7d4f9525df Fix mis-spellings of "separating" as "seperating"
Found by Debian's Lintian tool.
2016-09-22 08:56:30 +01:00
SmileTheory
8417c184b4 OpenGL2: Clamp entity lighting to more resemble OpenGL1. 2016-09-14 04:19:46 -07:00
SmileTheory
8749d62bbd OpenGL2: Remove per fragment tangent space calculation code. 2016-09-14 03:57:51 -07:00
SmileTheory
4faf1008a0 OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
2016-09-14 02:59:54 -07:00
Thomas Köppe
90f2f02c55 [code/botlib/l_precomp.c] Fix string buffer overflow 2016-09-13 13:37:19 +01:00
Tim Angus
bd062f713a Merge pull request #216 from tkoeppe/abs
[renderergl2/tr_main.c] Use floating-point fabsf() for floating-point values
2016-09-13 10:34:48 +01:00
SmileTheory
bbc9e263f0 OpenGL2: Fix more reversed VectorCopy4() usage. 2016-09-13 01:41:46 -07:00
Thomas Köppe
fe111df610 [qcommon/msg.c] Remove dead code (which had undefined behaviour) 2016-09-12 13:32:59 +01:00
SmileTheory
ec3779988c OpenGL2: Fix reversed VectorCopy4() usage. 2016-09-11 16:08:18 -07:00
SmileTheory
497a74f22a Fix undefined behavior when shifting left by 32.
https://bugzilla.icculus.org/show_bug.cgi?id=6432
2016-09-07 16:56:23 -07:00
SmileTheory
927c9cc23c OpenGL2: Make R_FreeSurfaceGridMeshData() static. 2016-09-07 14:59:19 -07:00
SmileTheory
f9e5712311 OpenGL2: Fix missing bounds calculation when loading BSP surfaces. 2016-09-06 19:44:14 -07:00
SmileTheory
dfbaf50324 OpenGL2: Store normals/tangents as int16_t[4]. 2016-09-06 00:57:15 -07:00
Thomas Köppe
0eb72cd8c4 [renderergl2/tr_main.c] Use floating-point fabsf() for floating-point values 2016-09-01 17:29:32 +01:00
Thomas Köppe
3c8da8ca07 [game/ai_main.c] Use floating-point fabs() for floating-point values 2016-08-23 19:36:27 +01:00
SmileTheory
c5c01e771a Fix joystick w/o controller mapping not working with SDL update. 2016-08-16 19:01:18 -07:00
MAN-AT-ARMS
966d39efed Add stripped SDL2 reference dll's to repo 2016-08-16 10:50:24 -04:00
MAN-AT-ARMS
4f9310dfa4 Update SDL2 to 2.0.4 2016-08-15 22:20:00 -04:00
SmileTheory
4ce600f5ac Missing bit of previous commit. 2016-08-14 22:33:48 -07:00
SmileTheory
fe8ac838e2 OpenGL2: Preallocate grid surfaces like other BSP surfaces. 2016-08-14 22:22:20 -07:00
SmileTheory
1cf0b21cda Fix black screen when in_joystick disabled but controller connected. 2016-08-11 00:46:43 -07:00
SmileTheory
6262972488 Fix stricmp usage in previous commit. 2016-08-08 02:43:02 -07:00
SmileTheory
b7f2ebd477 Better gamepad support. 2016-08-08 02:36:10 -07:00
SmileTheory
d09866861e Controller hot plug support. 2016-08-04 21:32:35 -07:00
SmileTheory
1972128927 Better defaults for joystick axes.
These changed from SDL1->SDL2 afaict.
2016-08-04 21:31:26 -07:00
SmileTheory
5252e28163 OpenGL2: Fix shader error logs. 2016-08-04 20:16:22 -07:00
SmileTheory
29ac117154 OpenGL2: Let unlit materials use parallax maps. 2016-07-29 01:53:50 -07:00
SmileTheory
e022abeebb OpenGL2: Fix GL_EXT_direct_state_access function names. 2016-07-28 20:04:25 -07:00
Sebastian Buchwald
5eae6de2f4 Fix some typos in comments 2016-07-26 14:43:41 +02:00
Sebastian Buchwald
8c6d43e6be Remove dead variables 2016-07-26 14:42:22 +02:00
Thomas Köppe
bbe99a8c6b [null/null_glimp.c] Fix up bitrot in null impl 2016-07-26 10:52:15 +01:00
SmileTheory
716438168f OpenGL2: Use loader for all extension funcs. 2016-07-26 00:41:31 -07:00
Thomas Köppe
18d6c8fda2 [botlib] Use floating point absolute value rather than truncate to integer 2016-07-25 18:36:31 +01:00
Thomas Köppe
9a5add2b60 [tools/asm/q3asm.c] Remove 'abs(unsigned)', which is unnecessary and potentially wrong 2016-07-25 18:35:33 +01:00
SmileTheory
f0086e8c2a OpenGL2: Add new GL function loader. 2016-07-25 06:30:25 -07:00
SmileTheory
251c983681 OpenGL2: Require OpenGL 2.0. 2016-07-24 21:29:13 -07:00
Zack Middleton
4474297af8 Fix bot team order to kill last player it killed
Bot's lastkilledplayer was set to -1 after carrying out an ordered kill.
Later in BotChat_Random() the PlayerName function was passed -1 which
caused a "Error: PlayerName: playernum out of range" message.

I think the reason it was set to negative one is so that if the bot is
ordered to kill the player again, the bot will not say it's done and
drop the goal. Though, if the bot killed the player based on it's own
decision, it will just say it's done and drop the goal (bug?).

Let's check the time of the last kill to see if it happened since the
team order was received instead of setting lastkilledplayer to -1
after completing the team ordered kill. This fixes bot dropping goal
if target player was the last player they killed and the PlayerName
out of range error.
2016-07-11 05:20:36 -05:00
Zack Middleton
274fa898b1 Fix typo of empty in ai_main.c 2016-06-27 21:13:27 -05:00
Thilo Schulz
9d6a95d4ad Missed this Cvar_Get() on com_introPlayed 2016-06-16 03:29:26 +02:00
Thilo Schulz
bb7ad55382 Only play logo/intro if their filenames have been defined in q_shared.h 2016-06-16 03:01:21 +02:00
Zack Middleton
780f0a5d3e Prevent CL_RunCinematic from reading cinTable[-1]
At the end of CL_RunCinematic, RoQShutdown sets currentHandle to -1.
This causes the return at the end to be return cinTable[-1].status.
Use return FMV_EOF when RoQShutdown is called.

I think FMV_EOF should be returned instead of FMV_IDLE which is set in
RoQShutdown because RoQShutdown is clearing out state so it can be reused
for a new cinematic.

The return value isn't actually read by the ioq3 client, renderers,
cgame, or ui.
2016-06-15 13:58:26 -05:00
Zack Middleton
0334f4a59b OpenGL2: Remove duplicate textureFloat = qfalse
glRefConfig.textureFloat is set to qfalse near wrong extension and then
farther down by the correct extension. Removing this has no effect.
2016-06-15 13:58:26 -05:00
Zack Middleton
420bd09164 OpenGL2: Remove loading (unused) glDrawBuffersARB 2016-06-15 13:58:26 -05:00
Victor Roemer
398dea397c Fix Makefile for OSX
Bump base SDK from 10.5 -> 10.7
Just use the builtin __APPLE__
2016-06-12 17:17:33 -04:00
SmileTheory
a40588c8b9 OpenGL2: Set cubemap mip selection to match output from ggxcc. 2016-06-08 03:36:15 -07:00
Zack Middleton
7811b2acb2 Fix iamamonkey printing 'levels' instead of 'awards' 2016-05-23 10:23:14 -05:00
Zack Middleton
d875c1f03c Improve keyboard/joystick input in Team Arena UI
Make Yes/No, Multi, Slider, and Bind items allow enter key to change
value without mouse over item. Add support for left and right arrow keys
and joystick button 1-4 to Yes/No, Multi, and Slider and many item
specific 'ownerdraw' key handlers.

Listbox still requires mouse hover and Team Arena main menu requires
mouse hover to get anywhere...

Enabling K_JOY1-4 to select in default key handler also caused additional
mouse button (K_AUX1-16) to select, which is done in q3_ui as well. Both
handle K_AUX equally badly (not treated as a mouse button and not handled
by item specific key handlers), so it's probably fine.
2016-05-23 09:06:34 -05:00
SmileTheory
6394180224 OpenGL2: Speed up surface merging. 2016-05-18 21:12:34 -07:00
Zack Middleton
2dcc5719e3 Explicitly set cull type for skybox
Explicitly set cull type for skybox to front, instead of using whatever
cull type the previous shader used (which could result in the skybox
not being visible due to only drawing back faces). The sky cloud stages
set the cull type so they are not affected by previous cull type.
2016-05-16 03:17:03 -05:00
Zack Middleton
acd659b05a OpenGL2: Fix specularScale override not being used in RB_IterateStagesGeneric 2016-05-09 10:47:34 -05:00
Zack Middleton
8b458e5457 Fix warnings that names passed to Name_PlayerNameCompletion is not const 2016-05-09 10:41:58 -05:00
SmileTheory
1f6703821f OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader. 2016-04-05 02:37:05 -07:00
SmileTheory
60f56670d6 OpenGL2: Render metals as nonmetal on cubemaps, and some ComputeShaderColors cleanup. 2016-04-05 02:21:14 -07:00
SmileTheory
ee7fdef87f OpenGL2: Improve cubemap outside error. 2016-03-28 22:26:19 -07:00
Zack Middleton
11668bb1f0 Fix typo of SDL_Has3DNow() in Sys_GetProcessorFeatures() 2016-03-27 12:02:12 -05:00
Ryan C. Gordon
2a3c331ba1 Sys_GetProcessorFeatures() didn't check for 3DNow! or Altivec. 2016-03-27 12:46:38 -04:00
SmileTheory
f911e32bb0 OpenGL2: Fix horribly broken metallic shader. 2016-03-15 05:20:25 -07:00
SmileTheory
eb7408ddac OpenGL2: Fix r_lightmap. 2016-03-14 06:45:51 -07:00
SmileTheory
93e1feaaad OpenGL2: More ssao/depth blur improvements. 2016-03-11 04:37:50 -08:00
SmileTheory
87cb2167bf OpenGL2: Fixes to depth blur and ssao. 2016-03-10 03:44:21 -08:00
SmileTheory
934014e237 OpenGL2: Create FBOs if target image exists, not cvar settings. 2016-03-09 18:03:23 -08:00
SmileTheory
65b999446d OpenGL2: Speedup for SSAO & blur shaders, fix sunlight normals in lightall. 2016-03-08 18:30:51 -08:00
SmileTheory
5738d09969 OpenGL2: Add r_glossType. 2016-03-07 03:30:16 -08:00
SmileTheory
90d6f941f8 OpenGL2: Add r_shadowBlur. 2016-03-07 02:27:03 -08:00
SmileTheory
a331637745 OpenGL2: Shader optimization, and add dither to tonemap. 2016-02-17 20:06:18 -08:00
SmileTheory
d11cfc88d5 OpenGL2: Fix some GL errors and no sun shadows on older OpenGLs. 2016-02-17 19:49:21 -08:00
SmileTheory
0f6f2be155 OpenGL2: Typos. 2016-02-12 18:34:31 -08:00
SmileTheory
871872689e OpenGL2: Add named cubemaps and per-map env.json parsing. 2016-02-10 16:25:32 -08:00
SmileTheory
ad952b9537 OpenGL2: Merge several cvars into r_pbr.
r_glossIsRoughness, r_specularIsMetallic, r_framebufferGamma, r_tonemapGamma, r_materialGamma, r_lightGamma
2016-02-01 21:37:23 -08:00
SmileTheory
41791c662f Fix frame_msec possibly being zero in cl_input.c.
This fixes a mouse freezing bug.
2016-01-29 20:14:35 -08:00
SmileTheory
2b2f1aeaa1 OpenGL2: Load existing per-map cubemaps. 2016-01-28 16:39:42 -08:00
SmileTheory
558da25277 OpenGL2: Some FBO related cleanup/fixes. 2016-01-21 22:31:41 -08:00
SmileTheory
28ff383061 OpenGL2: Direct state access, part 3: Framebuffers. 2016-01-20 06:32:50 -08:00
SmileTheory
f70e9dac01 OpenGL2: Direct state access, part 2: Uniforms. 2016-01-18 23:30:36 -08:00
SmileTheory
275317fefb OpenGL2: Direct state access, part 1: Texture binds 2016-01-18 04:46:01 -08:00
SmileTheory
63e45fab9a OpenGL2: Remove specular ambient. 2016-01-15 02:46:30 -08:00
Zack Middleton
8d38e2307c Fix some opus_decode issues
It was able to fail the assert before. I was using opus_decode wrong.
2016-01-06 05:19:10 -06:00
Zack Middleton
615b73288f Use Opus for VoIP
Server/client VoIP protocol is handled by adding new cvars
cl_voipProtocol and sv_voipProtocol, sv_voip and cl_voip
are used to auto set/clear them. All users need to touch
are cl/sv_voip as 0 or 1 just like before.

Old Speex VoIP packets in demos are skipped.
New VoIP packets are skipped in demos if sv_voipProtocol
doesn't match cl_voipProtocol.

Notable difference between usage of speex and opus codecs,
when using Speex client would be sent 80ms at a time.
Using Opus, 60ms is sent at a time. This was changed because
the Opus codec supports encoding up to 60ms at a time.
(Simpler to send only one codec frame in a packet.)
2016-01-06 05:19:10 -06:00
Zachary J. Slater
fe619680f8 Merge pull request #73 from Pan7/sayto
sayto cmd with player name completion
2015-12-28 09:04:19 -08:00
Zachary J. Slater
5555788867 Merge pull request #103 from openmoh/ioq3-intro
Have custom intro cinematics for standalone game
2015-12-28 08:56:20 -08:00