Enabled by default, can be disabled via s_reverb 0. Also by default
picks preset automatically out of 7 presets based on surrounding
size, this function can be disabled via s_reverb_preset_autopick 0.
Presets can be set manually via s_reverb_preset (0-113).
Cherrypick of ac7be51e94
When a spin control is at min or max value, pressing the arrow key to
switch to the next nonexiting value executes the callback function. That
is confusing.
Example: 'freelook' is set to 'no'. The user presses left arrow,
switching to the nonexiting value before no. The code handles the
case and resets the current value drom -1 to 0. Nevertheless the
callback is executed and switches 'freelook' from no to yes...
Fix that by not executing the callback when we're at min or max value.
Closes#884.
Changed 6 cvars for stick layout to 1; includes menu option
Axial deadzone replaced with radial one, 6 cvars to 2
Expo different for each thumbstick (1 cvar to 2); sliders included
Expo applied to full joystick vector magnitude, instead of per axis
Deleted "joystick_up" ("updown" function) and its sensitivity
Converted model info from AOS to SOA
All strings allocated dynamically at run-time
New command "playermodels" prints valid models to console
Fixes any bugs that may have existed in the directory search
The issue still exists of undefined behavior if a directory name for a
model exceeds the predefined limits.
This didn't work correctly for multiple reasons:
1. `deltayaw` was wrongly initialized for the pusher itself, rather than
for pushed client.
2. `delta_angles[YAW]` is a short, adding plain `amove[YAW]` to it is
wrong.
To support yaw angle rotation properly, delta_angles must be
interpolated on the client. But this is hardly practical as it would
introduce other bugs. Thus, simply remove delta yaw manipulation code
altogether.
Fixes infamous Q2 bug when player standing on a blocked lift gets turned
into wrong direction.
Old sliders required some of their associated cvars to be "extern" so
their current value could be read. That's no longer needed, so they are
"static" now.
"menuslider_s" types, used to create sliders in menus, now are directly
associated to a cvar. That makes possible for them to get their
currently selected value from the cvar, and express their min and max
values in terms of the real values of the cvar.
The rhythm at how they change can be overridden with s->slidestep.
The new sliders also present visually their current value to the user,
making them more useful than before.
"init_delay" was renamed to "updates_countdown", since it's now a "general
purpose" countdown, having also to count the inputs left for gyro calibration,
besides controller initialization.
Reason for the countdown is now explicit, not having to depend if
"gyro_calibration" was true or not to select what was the purpose of the
countdown.
Explanation comment added for gyro initialization on Linux & Mac.
REMINDER: see if SDL2 will keep the difference of gyro readings between Windows
and Linux/Mac for the Switch controllers.
For example, on Windows with AMDs drivers, GLES3 isn't supported,
so CreateSDLWindow() will fail. We should just try the regular GL3
renderer then instead of exiting with Com_Error()
Also make (Windows') Sys_Error() print to stdout (in addition to stderr),
so errors end up in stdout.txt as well (like all other messages).
SDL2 provides different gyro readings between Windows and Linux/Mac for
the Switch Pro Controller. To keep the natural sensitivity scale intact
(in-game turn = controller turn), the normalization factor is handled
differently by platform, at least for now.
Also, now giving info when there's no gyro sensor available/detected.
And green light for the DualShock 4, because why not :)
Cvar to choose between "yaw" (0) or "roll" (1) axis of the controller
to turn (change your yaw) in-game.
Cvars to change pitch and yaw gyro sensitivities.
Updated cvar documentation with new section "Game Controller".
SDL 2.0.16 and a controller with a gyroscope required to make it work.
Manual calibration of the gyro sensor is needed to avoid "drifting"; a menu
option to do it is included.
New cvar 'gyro_mode' for mode of operation, and to assign action to the new
"+gyroaction" button: disable or enable the gyro.
Several effects use dlights which are rendered for only one frame.
Muzzle flashes are an example. While this worked on 1997th computers,
todays hardware renders way too many frames for these dlights to be
visible at all. Work around that by enforcing a minimal display time
of 32 milliseconds for each dlight.
Fixes part of #815.
When a key/button name is too long, and its bound to an inventory element, its
display in the inventory screen misaligns the item it is bound to, even pushing
it out of the inventory frame.
This commit limits its display to the maximum of 6 characters the inventory
screen allows.
Adds menu bitmap struct, drawing of a menu bitmap and highlighting if bitmap menu item is in focus.
Allows items that are gray (inactive) to be skipped when adjusting the menu cursor.
Removed switch case from Menu_SelectItem, all items either do or do not call their callback functions.
.. by running a packet frame if the current renderframe is closer to
the time the packet frame *should* be run than the next renderframe
(presumably) will be.
This should also help when using cl_maxfps -1 on a slow system that
can't reach the desired rfps (vid_maxfps or display refresh rate).
Without this change, we might run int the problem described in the
following example:
Imagine having cl_async 1, cl_maxfps 100, no vsync and a system that
mostly only reaches about 60fps. So rfps is 100 and pfps is 50.
But then (without this change) running at 60fps means that only every
second renderframe is a packetframe, so the packetframerate
*effectively* is 30, which can cause movement/clipping/physics bugs
(for example when hugging some non-perpendicular walls, like the right
wall with the window that leads to the last room in base1).
With this change the packet framerate would effectively be 60 (every
renderframe is also a packetframe), which is less buggy and also closer
to 50 than 30 is.
(this is the default value of that cvar now)
In Qcommon_Frame(), if cl_async is 1, the packet framerate should
ideally be a fraction of the render framerate, and to avoid movement
glitches and such it should be between 45 and 90, ideally around 60.
With cl_maxfps set to -1, pfps now is set to such a value automatically.
When setting rfps based on GLimp_GetRefreshRate() and vid_maxfps,
take into account that GLimp_GetRefreshRate() might return a value
that's slightly too low (like 58 or 59 when it's 59.95 and should be 60)
The 20% tolerance that, in case of vsync enabled, used to be handled
with `packetdelta < 0.8 * 1000000/pfps` (and the same for rfps) is now
instead added to rfps (and thus implicitly pfps, if it's >= refreshrate)
It could make things stutter, especially if cl_maxfps was deliberately
set to a fraction of the display refreshrate (as it'd target a few
frames less).
The 0.95 factor was supposed to ensure that we don't have more packet
frames than renderframes (or two packet frames in a row without
rendering in between), as that apparently breaks the movement prediction
code. We now ensure the same thing my not running a packet frame if no
render frame is run at the same time.
May be unreliable on some devices, e.g. Nintendo Switch Pro Controller.
Works great on others, e.g. DualShock 4.
Delay added to gamepad initialization on hotplug, gives time to the OS to
recognize the device.
Allows to bind buttons that only will work with "+joyaltselector" active.
The definition of another "scope" of keys was needed, to identify ALT bindings.
Handles game controller button bindings exclusively.
Classic "customize controls" option now handles only keyboard / mouse bindings.
This separation is achieved with the new order of QKEYS in keyboard.h, and
binding functions in menus (especially "MenuKey" functions) now take into
account the "scope" where they operate: keyboard/mouse only, controller only,
or both.
Streamlined menu inputs by making most "*_MenuKey(key)" functions to use
Key_GetMenuKey(). "Backspace" is not a special case anymore, so any menus
that have a "delete" option can already handle any input expected, like the
backspace or delete keys, or the "Y" button of the controller, to run it.
Also, fixed a bug where changing the key for "team chat" also changes the one
for "chat" in the "multiplayer" -> "customize controls" menu.
This removes the usage of SDL_Joystick for joystick buttons and hat, and
relies exclusively on SDL_GameController for input. This allows to identify
buttons in a consistent manner across multiple types of controllers, which
in turn allows to assign specific tasks to them without worrying of breaking
usability, like having "A" to accept and "B" to cancel in menus.
Init and Shutdown logic of game controller have been separated from main SDL
Init and Shutdown functions.
Old style button names "JOYx" have been removed.
If your gamepad has paddles or other extra buttons, you'll need at least
SDL version 2.0.14 to use them.
because on some systems (like RPi4 with my experimental GLES3 branch)
the overhead of a FBO is really noticeable, so no reason to pay for it
when it's not needed
Can be disabled with gl3_usefbo 0.
Mostly this adds an underwater warping effect, like the soft-renderer,
and also like the vulkan renderer (the shader is based on the vk one).
When this is enabled, the v_blend effect (for fullscreen overlay with
one color, like when hit or to make the screen white-ish when under
water) is now applied in the shader used for rendering the FBO instead
of rendering a fullscreen quad in blendmode.
This fixes the framecounter in the soft renderer when `viewsize` is set
to something smaller than 100. This requires the renerer to rerender
bigger parts of the borders which has a measurable speed impact. About
5 frames less with the framecounter enabled on my system. No impact with
`viewsize 100`.
The GL renderers require that the borders are redrawn after every
glClear() call, the damage tracking doesn't take that into account.
Since the speedup by the damage tracking is neglibiable in the GL
renderers, don't use it. Just redraw everything when we're running
with everthing which isn't the soft renderer.
I think this looks ugly, I always called it nightmare and it was one of
the first changes I've made to Quake II. But for the sake of peace and
quiet change it to be standard conformant. Closes#809.
both if GL pointparameters are used or not
(though depending on driver and hardware the pointparameters-based
particles *might* be always square or always round, regardless of
gl1_particle_square - that's driver-bugs which we can't fix, disable
pointparameters with `gl1_pointparameters 0` to work around it, or
just use the GL3 renderer)
r_lerp_list is to allow exceptions to r_2D_unfiltered (like for having
pixely UI in general, but filtered console background).
r_videos_unfiltered controls whether videos should be filtered or not
I also made r_nolerp_list CVAR_ARCHIVE, like users probably expect it.
because on MSVC it uses alloca() (or _malloca()) which mustn't be called
in loops, as the memory is only freed when returning from the function,
not when leaving the scope (or before the next loop iteration).
Instead do one "dry-run" iteration to figure out how big the array must
be at most, and then allocate it once before the loop with that size.
The easiest way to build this is to check out the dhewm3-libs project
(https://github.com/dhewm/dhewm3-libs/) to provide the dependencies
(SDL2, OpenAL, cURL) and set YQUAKE2LIBS accordingly, by passing
-DYQUAKE2LIBS=c:/path/to/dhewm3-libs/i686-w64-mingw32 to cmake.
I wouldn't really recommend building with MSVC - I just somehow made it
work and ignored all the warnings and I have no idea how portable the
resulting binaries are etc. For binaries you actually want to use, please
continue using MinGW-w64. Especially my workaround for VLAs (C99 variable
length arrays) is kinda fishy, particularly if those arrays are allocated
in a loop (that's inly done in ref_gl1.dll's code).
The only reason I did this is that I had to debug on Windows and, at least
for my specific bug, gdb didn't really work with binaries produced by
MingGW-w64 and MSVC's debugger works well with binaries produced by MSVC.
Currently requires VS 2019 16.8 or newer with C11 (/std:c11) because I
couldn't get YQ2_ALIGNAS_TYPE() to work with MSVC without _Alignas().
If we can get this to work, VS2015 or newer might suffice (but not older
versions, because their so called C standardlib didn't provide exotic
functions like snprintf()).
# Conflicts:
# CMakeLists.txt
The problem in door_go_up() may prevent doors from crushing something
blocking them. The problem in G_UseTargets() may prevent targets from
getting killed or fired.
Pointed out by @maraakate.
The ThrowHead() and ThrowClientHead() functions are special. They
transform the entity given in `self` (mostly the caller itself) into a
ripped off head. They don't reset the entities clip mask, which may
cause problems in interactions with other entities. Fix that by reseting
the clip mask to `0`. `0` should be save, because that's the default and
and least SV_TestEntityPosition() handles `0` clip masks.
Suggested by @BjossiAlfreds.
If `ent->dmg` is `0` it's set to `2`:
```
if (!ent->dmg)
{
ent->dmg = 2;
}
```
This enforces func_rotate dealing at least `2` damage points per tick.
Vanilla Quake II had this code a few lines below:
```
if (ent->dmg)
{
ent->blocked = rotating_blocked;
}
```
The if clause is always true. PVS studio complained about that. By
mistake the whole block was removed, essentially preveting func_rotate
from freeing itself when blocked. This broke at least the 'Emulsifying
Flesh Press' in the fact2.bsp.
Closes#786.
* `coop` and `deathmatch` were marked as CVAR_LATCH, `singleplayer` was
not. Fix that by adding the flag to `singleplayer`.
* `coop` and `deathmatch` were marked CVAR_SERVERINFO in the server
intitialization code. Mark both of them and `singleplayer` with
CVAR_SERVERINFO as soon as we're initializing them the first time.
Pointed out by @BjossiAlfreds.
Restored original gamemode prioritization to dm > coop > sp, fixed a bug where server start menu did not clear singleplayer cvar, and rewrote how server init manages gamemode cvars
There're some maps and maybe models or even mods in the wild which have
hardcoded paths with self references (`/./`) and / or empty diretories
(`//`). These assets works when read from the filesystem, but not when
read from PAK or ZIP files. Work around that by removing self references
and empty directories from the path right before opening the file.
Closes#767.
The code is building fine but at startup the rendere library cannot by
loaded: "LoadLibrary returned 126" Disable thread local as a band-aid
fix, it might be worth to have a deeper look and figure out what exactly
goes wrong.
Closes#762.
Since `self->helth` is set after calling `master_start()`
`self->max_health is always 0. Found by @drakonorodny and
analyzed by @BjossiAlfreds. Closes#761.
This is a corner case, next to unlikely that anyone would have ever hit
it. That's why my tests with asan didn't find the leak. The if case are
paletted textures which must be enabled by setting `gl1_palettedtexture`
to 1 and requires an GPU with support for `GL_EXT_paletted_texture`.
Nvidia dropped support for that in 2005. Additionally a sky texture
must be uploaded.
This brings several small bugfixes and more robust handling of files
without comment / tag header. It's not mentioned in the changelog,
but at least for dhewm3 updating to this latest version fixed some
problems with missdecoded files on MacOS when running on the M1 aarch64
CPUs.
This was an issue an Windows with it's small stack. It didn't trigger on
Linux. While at it make the code a little bit more robust by allocating
exactly the amount of data we need and not some arbitrary guess.
Setting r_2D_unfiltered to 1 (0 is default), 2D elements (GUI, menu,
console) are rendered without texture filtering in GL1 and GL3, while
everything else is still rendered with whatever is set in gl_texturemode
This setting (and now also gl_nolerp_list) is applied immediately,
so no vid_restart is needed.
refs #752
like ./quake2 +map sgc9-1
the problem was that everything from '-' to the next '+' (which starts
a command) was skipped; the intention of that (original Quake2) code
probably was to allow skipping something like "-datadir bla", though
Quake2 never supported arguments starting with '-' (until *we* added
-datadir and -portable); maybe that's a leftover from Quake1.
Anyway, the more correct way (that allows '-' in filenames) is to check
for a space before '-': so `quake2 +map base1 -portable` still works,
and now `quake2 +map sgc9-1` works as well
Make Qcommon_Frame and Qcommon_Mainloop static and minimize calls
for get current time, it takes 7% in some profiling cases.
We get current time twice before Qcommon_Frame(as Sys_Microseconds)
and inside it(as Sys_Milliseconds), and we can do it once.
Older ARM ABIs like Debian armel (ARMv5 EABI softfloat) don't use
or require a hardware FPU, so they can't execute the fmrx and fmxr
instructions. Only do this in hardfloat configurations that guarantee
VFP instructions are available.
The client might not be practically usable on ARM softfloat (although
nobody has reported that it isn't...) but the dedicated server is probably
fine, and ceasing to be able to build either would be a regression.
Signed-off-by: Simon McVittie <smcv@debian.org>
There were complains that always generating footsteps is annoying,
because there will be footsteps while swimming or jumping. Refine
the cvar a little bit:
* `0`: No footsteps at all.
* `1`: Vanilla Quake II behavior.
* `2`: Always footsteps as long as the player has a ground entity.
* `3`: Always footsteps.
The changes the meaning of the values, `2` has become `3`.
Closes#738.
For historical reasons numbered paks must be loaded before all other
paks. The logic is easy: Add all numbered paks. Iterate over all
available paks, filter out numbered paks and add everything that's left.
Until now a simple glob comparisson against 'pak*' was used for the
filtering. This has two problems:
1. All paks starting with 'pak*' were filtered, regardless if they're
numbered paks or not.
2. Upper case or mixed case file names that are valid on caseinsenstive
systems like Windows weren't recognized as numbered paks and added
twice. Once as numbered pak and once as other pak.
Refactor the logic to only match paks starting with 'pak%d' and use
strcasecmp() for comparison. Closed#730.
Injecting the demo loop right after the `game` cvar was changed cannot
work: The demo loop is implemented through aliases, aliases are expended
as soon as they're added to the command buffer. However, the game isn't
changed as soon as the cvar is set, but the next time when the control
flow enters the file system. Therefor the aliases get expanded to the
wrong game and the demo loops breaks.
This closes#719.
At least for LLVM / Clang the -fsanitize= option must be passed to the
linker before any objects or libraries, otherwise the sanitizers will
either noch link or are disfunctional. Split LDFLAGS into LDFLAGS for
flags and LDLIBS for librariers, pass LDFLAGS before any objects and
LDLIBS after all objects. While at it set RTLD_NODELETE so that shared
libs opened by dlopen() are never deleted from memory when building
with sanitizers.
Until 7.45 we supported adding non existent dirs to the search path,
8.00 bails out if it cannot at a dir. It turned out that some users
install the binary through their package management (SYSTEMWIDE is set),
but use local game data. This case was broken, because the SYSTEMDIR
doesn't exist. Fix this by marking the SYSTEMDIR as optional.
Closes#724.
- memcpy() shouldn't be called with NULL, even if length == 0
- In CMod_LoadBrushSides() j (from in->texinfo) could be -1,
which of course is no valid array index
Autosaves are special. The are a byproduct of the level change process.
When loaded they aren't respawning the player at it's last position, the
player is relocated to func_playerstart. Since entities spawn at their
start position, the player may end up in the wrong spot.
One example is train.bsp -> base2.bsp. The platform spawns in upper
position, the player in lower position. The platform comes down and
crushes the player.
Most of these cases work by luck when the client isn't paused during
load, because the world advances a few frames before the player is
spawned. Implement a better fix: Detect if an autosave is loaded (name
is save0 or current) and treat it like a map change, advance the world
by 100 frames. We cant use the `autosave` boolean, because it's in the
game savefile.
Fix suggested by @BjossiAlfreds, closes#711.
While having a Vulkan renderer in Yamagi Quake II sounded like a good
idea, especially for cheap hardware with broken OpenGL drivers, the last
weeks showed that the code is not ready for primetime. Some examples
for critical problems:
* Render glitches when using non-standard assets. Everything with more
polygons and texture resultion than baseq2 seems to be broken.
* The startup and shutdown code is a mess. While I fixes the most
critical bug, there're a lot of cases left. Startup and shutdown
mostly works by luck.
* At least one memory leak in the model code.
And neither @DanielGibson nor myself have deeper knowledge about Vulkan.
We don't have the time and the motivation to learn it. While some
community members did excellent work on ref_vk (especially @0lvin and
@rg3), the community maintenance promised in the initial pull request
never really materialized. Therefor we risk ending up with a renderer
that we can't and won't maintain by ourself.
Vulkan is not gone. The code will be recommitted in a separate
repository at: https://github.com/yquake2/ref_vk
We're willing to give community members commit access to that
repository. Send a substantial pull request and ask for it.
This is next to no functional change, the only difference to before is,
that the Vulkan renderer is treated as an unknown renderer. gl3 is the
first regular fallback.
Unitl now the video menu showed all known renderer libs (gl1, gl3, vk
and soft), regardless if the lib was available or not. Rework the
renderer selection logic to skip over non existent renderer libs:
Generate an array combining the menu string and cvar string of all
available renderer libs, use this array instead of the hardcoded array.
While at it simplify the code a little bit.
So far I haven't seen a restart loop, but at least in theory they'e
possible. Because its hard to break out of such loop, especially on
Windows were interaction with the taskmanager is required, play save
and restart max. 3 times in a row.
The timeout specifies how long Vulkan waits for the next frame becoming
available. On the one hand we need to take the vsync or the possibility
that we get scheduled away for longer times into account. On the other
hand we don't want to wait for too long, the game may run into the
timeout after its windows was minimized, etc. 500 milliseconds sounds
like a good compromise.
Some GPU drivers set a maximal extent size of 0x0 when the window gets
minimized. One example is Intel on Windows. A swapchain with extent
size of 0x0 is invalid, so we cannot reinitialize the renderer... Work
around that by postponing the restart as long as the maxmimal extent
size stays 0x0.
This could should be done in the client (don't call into th renderer
when the window is minimized), but it would need a lot of changes
to the client <-> renderer interactions. So take the easy route.
The client might call into the renderer after it was shut down by
`VID_ShutdownRenderer()` or initialized `VID_LoadRenderer()`. This
is arguably a client bug, but hard to fix on client side and not
a problem for all other renderers. Work around it by marking the
current frame as 'not started' at Vulkan shutdown and init.
This is more in line with the rest of the code. Reinitializing the
internal state when building a new context is saver than relying on
Vulkan telling us that something is wrong an reacting to that.
Just calling `QVk_Shutdown()` is wrong. It doesn't wait for Vulkan to
finish, which can cause crashes. And it leaks some ressources which
makes the GPU driver unhappy.
The ref_vk renderer was written for vkQ2 which has differend renderer
<-> client semantics. In YQ2 we can end up initializing or shutting the
renderer down several times. Not by the client, but by the client not
knowing of the renderer has already initialized / shutdown it's internal
state. This is fatal, leading to ressource leaks, crashes and other fun.
Introduce a new global variable `vk_initialize` and use it to track if
we're initialized or not.
Since `vid_fullscreen` isn't special anymore, it's completely handled by
`Vid_Restart_f()`, which in turn simplifies the spaghetti code in the vk
renderer. If I understand that glibberish correctly the only we need to
handle is the partial restart in `QVk_Restart()`.
This function will be used to replace the vid_fullscreen->modified
mechanism used the communicate renderer configuration restarts to the
client with a proper proper API. The implementation is backward
compatible, existing renderers are still working.
VK_WARNING: Validation Performance Warning: [ UNASSIGNED-BestPractices-vkCreateRenderPass-image-requires-memory ] Object 0: handle = 0x58e7d23ea0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x4003982 | Attachment 2 in the VkRenderPass is a multisampled image with 4 samples, but it uses loadOp/storeOp which requires accessing data from memory. Multisampled images should always be loadOp = CLEAR or DONT_CARE, storeOp = DONT_CARE. This allows the implementation to use lazily allocated memory effectively. (performance)
The commanders body entity is special, because it's spawned in god mode.
That's no problem in the baseq2 and addons campaigns. But it may break
some custom maps and prevents some hacks, one example is putting the
entity inside an killbox.
Submitted by Евгений T.
Knightmare of KMQ2 requested this as an easy way to support client site
prtocol auto detection.
While here fix the protocol version number in the error string.
This brings yquake2 closer to vkQuake2 regarding renderer restarts when
the swapchain is out of date, among other situations that trigger a
Vulkan renderer restart.
Basically, the current behavior has the problem that when the renderer
is restarted at the beginning of the frame, the models are lost and we
end up with "ERROR: Mod_PointInLeaf: bad model" when attempting to
render anything after that restart.
To solve this, we move the restart logic to EndFrame and add a twist to
it: we use a vid_refresh variable to signal the server that the client
needs re-registration before starting the next frame cleanly, which will
trigger the registration logic to prepare the models again.
When creating the Vulkan texture samplers, make them have the real
anisotropic filtering value selected by the user. This has two side
effects:
* We no longer need two sets of texture samplers in Vulkan (one with and
another one without anisotropic filtering).
* The anisotropic filter value in Vulkan is no longer an on/off switch
and we use the value as chosen by the user.
Making the anisotropic filter value only be applied after hitting Apply
in the video menu will make it more natural for the Vulkan renderer to
restart itself when a new anisotropic value is selected, paving the way
to use the actual anisotropic filtering value in Vulkan.
This was the default until 2.0.12 and is what the expects. It changed
with 2.0.14, casing problems with window ordering under windows and
some X11 window managers like kwin.
Do it unconditionally. So we're shure that we're ending with a minimized
windows, no matter what SDL does.
Fixes part of #647.
One of the most common bug reports is, that the fullscreen mode doesn't
behave like users expect. This is caused by `vid_fullscreen 1` setting
desktop fullscreen mode (a fullscreen windows) and not the native
fullscreen mode. This commits switches the semantics:
* 1: Native fullscreen, like Vanilla Quake II.
* 2: Desktop fullscreen.
With this alt-tab reverts to native fullscreen. While at it improve the
documentation, suggest setting `r_mode -2` when using `vid_fullscreen
2`. Change the menu strings to make things clearer, set `r_mode -2` when
selecting 'fullscreen window' in the menu.
I pondered several other options:
* Introducing a second cvar for the desktop fullscreen, like we did in
dhewm3. This has the problem, that in Quake II vi_fullscreen is
special and used to communicate changed to the renderer configuration
between the client and renderer. A second fullscreen cvar would
complicate this already shaky mechanism even more.
* Setting `r_mode -2` when `vid_fullscreen 2`. This might not be what
the user wants and causes problems when we're unable to get the
desktop resolution.
Switching this back to Vanilla Q2 behavior fixes at least one lightning
problem in the space map in baseq2. It'll break the lighting in some
addon maps, but is more correct from a global standpoint. You can't
have everything...
Closes#677.
If an error is detected in vkAcquireNextImageKHR or vkQueuePresentKHR,
avoid restarting the whole video system and the game window. Instead,
shut down the Vulkan subsystem as gracefully as possible and restart it
without touching the window.
This fixes the problem with infinite video restarts under the Gnome
desktop environment.
1: The Vanilla Quake II behaviour, footsteps are generated when the
player is faster than 255.
0: Footstep sounds are never generated.
2: Footstep sounds are always generated.
Defaults to `1`, cheat protected to `1`.
Closes#666.
In lab.bsp near the commanders head two parasites spawn in an hidden
place in the ceiling. On hard difficulty the box cracks open, exposing
the parasites. On medium skill it doesn't. Work around that by lowering
the monster count by 2.
Closes#668.
When coming down the river near the end on hard difficulty a gladiator
breaks out of a big metal crate to the left. On medium difficulty the
gladiator is spawned but never triggered. Work around this by lowering
the monstercount by one when skill is set to 1. This doesn't happen on
easy difficulty.
Closes#667.
Specify correct protection flags when calling mmap() on FreeBSD.
prot | PROT_MAX (prot) are the correct flags because just PROT_MAX
(prot) leaves current protection flags set to PROT_NONE which causes
segmentation fault when reading or writing to the mapped region.
When windowed or in "switch resolution" mode, the viewport must be kept
in the top-left corner or it will appear cut while in fullscreen.
Also, make offset and width calculations safe from the point of view of
the swapchain extent, in case there's a mismatch.
Since we are now loading the world color buffer content before drawing
on them again, we need to make sure the attachment layout transition
from shader-read-optimal to color-attachment-optimal happens before
color attachment read operations.
The contents of the previous drawn frame, used to mask geometry glitches
due to geometry sometimes not being watertight, was not being correctly
loaded for MSAA cases.
When MSAA is not used, the single-sample attachment needs to be loaded
and stored. With MSAA enabled, it's the multisample attachment the one
needing to be loaded and stored.
The pipeline used to draw a texture quad was only created compatible
with the RP_UI render pass, which has a single-sample color attachment.
This made the pipeline work when MSAA was disabled, but it did not work
properly with it enabled.
To fix the issue, create a set of pipelines, instead of a single one,
with compatibility with the different types of render passes, as the
pipeline is used for both the scaled down view borders as well as UI
elements in the third render pass.
This was added in e3e5bd1 as a work around for some openal-soft bug.
When too many audio samples got played at the same time, the global
volume dropped. This was fixed in openal-soft 0.19.0, released more
than two years ago. We're keeping the work around, because some
distros may still ship with buggy openal-soft versions and some
players may like the changed behavior. It's disabled by default.
src/client/refresh/soft/sw_main.c:
1512 (style) Variable 'err' is assigned a value that is never used. [unreadVariable]
src/client/refresh/vk/vk_rmain.c:
1023 (style) Suspicious calculation. Please use parentheses to clarify the code. The code ''a&b?c:d'' should be written as either ''(a&b)?c:d'' or ''a&(b?c:d)''. [clarifyCalculation]
src/client/sound/ogg.c:
335 (style,inconclusive) Function 'OGG_PlayTrack' argument 1 names different: declaration 'track' definition 'trackNo'. [funcArgNamesDifferent]
212 (style) Local variable 'gogTrack' shadows outer variable [shadowVariable]
src/client/sound/sdl.c:
179 (style) The scope of the variable 'i' can be reduced.
180 (style) The scope of the variable 'lpos' can be reduced.
181 (style) The scope of the variable 'ls_paintedtime' can be reduced.
182 (style) The scope of the variable 'out_idx' can be reduced.
183 (style) The scope of the variable 'count' can be reduced.
185 (style) The scope of the variable 'p' can be reduced.
186 (style) The scope of the variable 'snd_linear_count' can be reduced.
187 (style) The scope of the variable 'step' can be reduced.
189 (style) The scope of the variable 'snd_out' can be reduced.
330 (style) The scope of the variable 'data' can be reduced.
368 (style) The scope of the variable 'data' can be reduced.
369 (style) The scope of the variable 'left' can be reduced.
369 (style) The scope of the variable 'right' can be reduced.
401 (style) The scope of the variable 'end' can be reduced.
529 (style) The scope of the variable 's' can be reduced.
799 (style) The scope of the variable 'i' can be reduced.
874 (style) The scope of the variable 'scale' can be reduced.
910 (style) The scope of the variable 'srcsample' can be reduced.
1093 (style) The scope of the variable 'total' can be reduced.
196 (style) Local variable 'i' shadows outer variable [shadowVariable]
197 (style) Local variable 'count' shadows outer variable [shadowVariable]
src/client/sound/sound.c:
450 (style) The scope of the variable 'maleFilename' can be reduced.
980 (style) The scope of the variable 'num' can be reduced.
1085 (style) The scope of the variable 'sfx' can be reduced.
423 (style,inconclusive) Function 'S_RegisterSound' argument 1 names different: declaration 'sample' definition 'name'. [funcArgNamesDifferent]
909 (style,inconclusive) Function 'S_StartLocalSound' argument 1 names different: declaration 's' definition 'sound'. [funcArgNamesDifferent]
1048 (style,inconclusive) Function 'S_Update' argument 2 names different: declaration 'v_forward' definition 'forward'. [funcArgNamesDifferent]
1048 (style,inconclusive) Function 'S_Update' argument 3 names different: declaration 'v_right' definition 'right'. [funcArgNamesDifferent]
1048 (style,inconclusive) Function 'S_Update' argument 4 names different: declaration 'v_up' definition 'up'. [funcArgNamesDifferent]
This commit removes the previous R_CleanupBorders hack and fixes
textured border drawing, so borders are correctly drawn in the right
place and are not taken into account when applying the underwater
effect.
This commit includes the following changes:
* When vid_fullscreen is 1, the game is now drawn centered in the
screen instead of the top left corner, by modifying the viewport and
scissor when drawing the world warp and UI render passes.
* When vid_fullscreen is 1, the world view no longer has an incorrect
size and/or aspect ratio. This was due to the world warp and UI
render passes sampling from the whole color buffer instead of the
restricted render area. To fix this, the postprocessing and world warp
shaders now use unnormalized coordinates, corrected with the frame
offset, and sample directly from the appropriate texels.
* The game no longer outputs pixels which have not been written to,
which are usually displayed black but may come out with undefined
colors. For this, some output color attachments are cleared before
drawing the final elements in the frame.
When set to `1`, both `deathmatch` and `coop` are forced to `0`.
`maxclients` is forced to `1`. This makes it possible to play single
player campaigns over the dedicated server.
Closes#614.
All renderers had the fix, but it was only optional in the GL renderers.
And there it was missimplemented, cvars must be defined in the renderers
main() function. Otherwise they aren't available at startup.
Rename gl_fixsurfsky to r_fixsurfsky, implement it for all renderers and
enable it by default.
Due to the skybox geometry not always being watertight, it's sometimes
possible to see instances of isolated black pixels flickering along
skybox edges. This happens when the sampling coordinates for the given
pixel fall outside any triangle in the skybox due to the previous
problem.
These pixels are usually visible when MSAA is not used and pixels are
big enough on the screen, like when using lower screen resolutions or
large vk_pixel_size values. If MSAA is used, normally only a few of the
samples fall outside any triangle and the problem is masked a bit, being
harder to spot.
Instead of fixing the skybox clipping routines, which may be
complicated, this commit simply preserves color buffer contents between
frames. If any pixel ends up without coverage, its color will be taken
from a previous draw a few frames before, depending on the swapchain
size. This is usually more than enough to completely mask the problem
visually.
Skybox edges are sometimes visible in Vulkan, specially in lower screen
resolutions or when vk_pixel_size is used to the same effect.
To avoid this problem, draw the skybox using CLAMP_TO_EDGE addressing
mode in samplers. In order to do that, the number of texture samplers is
doubled and a second set of samplers with the new addressing mode are
created, and used only when drawing the skybox.
$PROCESSOR_ARCHITECTURE seems to contain the architecture of the host,
but we need the architecture the current MinGW shell is targeting.
$MINGW_CHOST seems to be just that, and on my system it's either
i686-w64-mingw32 (mingw32.exe) or x86_64-w64-mingw32 (mingw64.exe)
(No idea what it looks like for Windows on ARM...)
As fixing this would otherwise break existing savegames, I bumped the
SAVEGAMEVER to "YQ2-4" and added a quirk for older savegameversions:
On Windows i386 savegames that contain "AMD64" instead of "i386" as
architecture are also accepted.
(For YQ2-1 this didn't seem necessary, apparently "i386" was hardcoded)
In Vanilla Q2 (without any point releases) the hyperblaster projectiles
emitted white light. In the 3.21 sources it's yellow. It likely changed
in on of the (early) point releases. Change it to yellow, the code now
matches 3.21.
Since the first release Yamagi Quake II used the more fanzy R1Q2 colors
for some dynamic lights:
* In R1Q2 the rocket has orange light, matching the color of the fire
trail and the generic explosion. Vanilla Quake II had yellow light,
the same as the blaster and several muzzle flashs.
* In R1Q2 hyperblaster projectiles are emitting yellow light, like the
normal blaster. That matches the projectile colors, the muzzle flash
and the effect when hitting a wall. And it's more logical, since the
hyperblaster is just a blaster on steroids. Vanilla Quake II had white
/ uncolored lights.
Add an option to revert to Vanilla Quake II colors, leave the R1Q2
colors as default. Closes#640.
Since 1a913eb we're calling realpath() on every dir and bail out if the
real path isn't available. If the game is started the first time, the
configuration dir doesn't exist at the first realpath() call and the
game errors out. Always create the configuration dir when determining
it's path.
This didn't happen on Windows because the configuration dir was created
when opening stdout.txt right after we entered main().
TODO: Sys_Mkdir() should grow at leas a little bit error handling. We're
silently ending up in -portable mode if the configuration dir couldn't
created.
When calculating the pipeline scissor adjusted for vk_pixel_size, round
scissor offset down and size up. This avoids black bars on image borders
when scaling up if the division is not exact.
This commit adds a new cvar called vk_pixel_size that represents how big
pixels should look in the rendered world in order to simulate lower
screen resolutions. With its default value of 1 everything looks normal,
but with bigger sizes (e.g. 4) the rendered world starts to look
"pixelated" due to pixels appearing bigger.
To implement the effect, the viewport and scissor are modified when
drawing the world so the rendering results cover a smaller area in the
top-left corner of the image.
The post-processing fragment shader is used to scale the image back to
the swapchain size before drawing UI elements on top of it.
The UI is not affected by this change, so the existing UI scaling
options continue to work as before with no changes, adding some
flexibility to the mix.
Related to feature request #588.
src/common/cvar.c:160 Logical disjunction always evaluates to true: c >= '0' || c <= '9'. Are these conditions necessary? Did you intend to use && instead? Are the numbers correct? Are you comparing the correct variables?
src/common/cvar.c:141 The scope of the variable 'c' can be reduced.
src/common/cvar.c:517 The scope of the variable 'c' can be reduced.
src/common/shared/shared.c:1359 Either the condition '!value' is redundant or there is possible null pointer dereference: value.
src/common/shared/shared.c:1371 Either the condition '!value' is redundant or there is possible null pointer dereference: value.
src/common/shared/shared.c:1377 Either the condition '!value' is redundant or there is possible null pointer dereference: value.
src/client/refresh/soft/sw_main.c:1531 Variable 'err' is assigned a value that is never used.
src/client/refresh/gl1/gl1_model.c:39:6: warning: type of ‘LoadSP2’ does not match original declaration [-Wlto-type-mismatch]
src/game/g_turret.c:29:6: warning: type of ‘infantry_die’ does not match original declaration [-Wlto-type-mismatch]
src/game/g_spawn.c:43:6: warning: type of ‘SP_info_player_intermission’ does not match original declaration [-Wlto-type-mismatch]