Commit graph

2064 commits

Author SHA1 Message Date
Zack Middleton
9fbbf4214d Fix Windows key bind name on non-Mac using SDL2
SDL 1.2 sends SDKL_*META (command) and SDLK_*SUPER (windows key).
SDL2 sends SDLK_*GUI for both.
2014-09-11 20:04:28 -05:00
Zack Middleton
878cda6a20 Fix binding 'context menu' key using SDL2
SDL 1.2 converted Windows' VK_APPS and X11 XK_Hyper_R to SDLK_MENU.
SDL2 has it as a separate SDLK_APPLICATION key, so convert it to K_MENU too.
2014-09-11 20:03:54 -05:00
Zack Middleton
4529f124d6 Merge pull request #29 from inolen/shader_tidying
misc shader fixes
2014-09-09 19:18:59 -05:00
Zack Middleton
a5d641b3d0 Merge pull request #84 from MAN-AT-ARMS/openal_speedsound
Change default value for s_alDopplerSpeed
2014-09-09 18:05:08 -05:00
Zack Middleton
d5ddb72502 Merge pull request #85 from MAN-AT-ARMS/curl_fixes
Fix building with curl on Linux PPC and Sparc
2014-09-09 18:03:36 -05:00
MAN-AT-ARMS
dd69576dc1 Fix building with curl on Linux PPC and Sparc 2014-09-09 13:18:28 -04:00
MAN-AT-ARMS
a3653e475e Change default value for s_alDopplerSpeed 2014-09-09 13:03:29 -04:00
MAN-AT-ARMS
dd83cbdc25 Fix possible division by zero in S_PaintChannelFrom16_altivec 2014-09-09 11:30:23 -04:00
Tim Angus
43b21055b8 Actually, that's not suppressing, that's changing behaviour 2014-09-01 13:07:08 +01:00
Tim Angus
7277d8d6e7 Fix more warnings 2014-09-01 13:03:06 +01:00
Tim Angus
6665ea4a49 Fix renderergl2 warnings 2014-09-01 11:35:49 +01:00
Tim Angus
d38039f975 Fix renderergl1 warnings 2014-09-01 11:31:39 +01:00
Tim Angus
eeaf0227f7 Suppress warning of (deliberate) null pointer deference 2014-09-01 11:19:57 +01:00
Tim Angus
4f3c95c589 Fix client warnings 2014-09-01 11:13:47 +01:00
Tim Angus
fbdb3e0875 Fix game warnings 2014-09-01 11:09:11 +01:00
Tim Angus
b55809b925 Fix ui warnings 2014-09-01 11:05:46 +01:00
Tim Angus
4444202a41 Fix cgame warnings 2014-09-01 10:47:15 +01:00
Tim Angus
621a72e698 Fix a few warnings 2014-08-30 17:29:23 +01:00
Zack Middleton
c621589157 Fix 6155: OpenGL2: some shader stages remains visible through fog volumes
Fix CalcFog in generic_vp.glsl to fog fogged surfaces.
Now it's the same as CalcFog in fogpass_vp.glsl.

Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on.
2014-08-29 02:50:02 -05:00
Zack Middleton
de3062623a Use ColorIndexForNumber in Con_DrawSolidConsole 2014-08-29 01:55:47 -05:00
Zack Middleton
e742952db8 Port COM_ParseExt fixes to CommaParse 2014-08-28 20:34:05 -05:00
Zack Middleton
1d95ef210e SDL 2 scroll/caps/num lock keys send KEYUP event when key is released 2014-08-28 20:09:37 -05:00
Pan7
18e08125dd Add ColorIndexForNumber macro replacing '& 0x07'
Makes it easier to add more colors.
2014-08-28 20:09:37 -05:00
Zack Middleton
eeef7cbae7 Don't scale cinematic time by timescale twice
Reported by Ensiform.
2014-08-28 20:09:37 -05:00
Zack Middleton
f17f58705c Remove a numIboIndexes=0 that is not read from GL2 tr_bsp.c
numIboIndexes is set to 0 inside the loop for each surface. Does not need to be set before loop.
2014-08-27 20:47:45 -05:00
Zack Middleton
e5f54c584a Fix incorrect rgbGen const reading uninitialized memory
If ParseVector fails, color isn't fully set.
2014-08-27 20:35:16 -05:00
Zack Middleton
0853c85e19 Fix incorrect strncat usage in CL_ServerInfoPacket 2014-08-27 20:35:16 -05:00
Zack Middleton
b0596248ff Remove unused functions from null_main.c and null_input.c
Sys_mkdir is suppose to have a capital M, which is also in null_main.c.
2014-08-27 20:35:16 -05:00
Tim Angus
86b75ba936 There have been 0 days since the last compiler warning 2014-08-27 12:40:45 +01:00
Tim Angus
0c0019a2d1 Fix some warnings 2014-08-27 11:24:25 +01:00
Zack Middleton
137ddb9dc6 Get clipboard data from SDL
This makes pasting in client console and UI edit fields work on X11 and OS X.

Sys_GetClipboardData is only used by client, so returning NULL in dedicated is fine.
2014-08-27 04:32:05 -05:00
Zack Middleton
077f6bd068 Fix binding KP_NUMLOCK
Restore mapping SDL numlock to quake3 numlock.
2014-08-26 23:01:18 -05:00
Tim Angus
cf7004ffb2 Fix OSX build 2014-08-25 12:03:10 -04:00
Tim Angus
2a3368481d Merge branch 'master' into sdl2
Conflicts:
	Makefile
	code/renderergl2/tr_image.c
2014-08-25 15:00:48 +01:00
Tim Angus
7d026177ad Fix assorted warnings 2014-08-25 14:48:49 +01:00
SmileTheory
ca9eebb125 OpenGL2: Fix a glsl compile error on old hardware with r_shadowFilter 0. 2014-08-02 00:02:46 -07:00
SmileTheory
ff1f093a0b OpenGL2: Remove R_MipMap() and R_MipMap2(), and fix gamma conversion in R_MipMapsRGB() 2014-08-01 23:57:26 -07:00
SmileTheory
2b2d696f12 OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults. 2014-07-31 21:01:57 -07:00
/dev/humancontroller
7b866ae96d guard against out-of-bounds jump table targets 2014-07-31 03:56:29 -05:00
Zack Middleton
75cce50a9c Don't load external GLSL files by default
External GLSL should probably only be used for development testing,
not released products. The GLSL files are tied to the code, and the
code changes some what often.

Fixes using OpenArena 0.8.8 which has incompatible GLSL files in a pk3.
2014-07-25 23:57:53 -05:00
SmileTheory
3d01543e2c OpenGL2: Replace R_MipMapsRGB() with faster version. 2014-07-22 11:43:19 -07:00
Zack Middleton
0fe2e8d224 Restore drawing a cut off client console line in 1920x1080
The text lines don't meet at top of the sceen in 1920x1080, restore
drawing a cut off line across the top. In 640x480 this line isn't seen
at all. This is still better then trying to draw twice as many lines
than are actually seen (the way it was before the last commit).
2014-07-13 02:07:45 -05:00
Zack Middleton
b9e0398244 Don't draw client console buffer past top of screen
Thanks @Pan7.
2014-07-12 21:57:03 -05:00
Zack Middleton
d9309ac6db Fix overstrike/insert logic being reversed in q3_ui 2014-07-03 21:06:05 -05:00
Zack Middleton
1d664a3a10 Remove unused cvar in_joystickDebug 2014-07-03 20:59:54 -05:00
Zack Middleton
5994564537 Remove unused array joy_pressed 2014-06-19 20:48:54 -05:00
Zack Middleton
5c1091b414 Fix SkipRestOfLine going past end of string
If string data starts with a 0 (string terminator), don't skip over it at p++.

Not causing any problems in ioq3 as far as I know.
2014-06-17 21:31:29 -05:00
Zack Middleton
95b241b8ba OpenGL2 don't try to dlight surfaces that had all dlights culled
In the renderers, dlightbits are never cleared from world surfaces.
The dlight image does not repeat, so if it draws on extra surfaces it's
not visible.

However if using a repeating image (tr.defaultImage instead of tr.dlightImage);

  * In OpenGL1 image is only drawn on surfaces close to dlight origin.
  * In OpenGL2 image is draw on surfaces clearly outside the dlight radius, including past non-dlighted surfaces.

It seems there was a similar issue with pshadowBits. So update surface
dlightBits even if 0, like already done for pshadowBits. This causes
only surfaces close to origin to be affected. (Though it is a little
farther than in OpenGL1.)

I have no idea why this isn't a problem in OpenGL1.
2014-06-10 21:34:31 -05:00
Zack Middleton
107cae63d6 Merge branch 'master' into sdl2
Conflicts:
	.travis.yml
2014-06-03 00:52:49 -05:00
Zack Middleton
b12a9acf4d Merge branch 'master' (early part 2) into sdl2 2014-06-03 00:50:50 -05:00