Commit graph

1963 commits

Author SHA1 Message Date
Yamagi Burmeister
9efd831312 Refactoring the search path magic, step 3: Remove now used code.
Remove all functions that are no longer used:

* FS_AddGameDirectory()
* FS_SetGameDir()
* FS_AddHomeAsGameDirectory()
* FS_AddBinaryDirAsGameDirectory()

While at it try remove as much global variables from filesystem.c as
possible. Also fix a small, longstandig bug: The download code should
treat .zip and .pk3 files as pak files and not as normal directories.
2017-07-23 08:47:41 +02:00
Yamagi Burmeister
0c8e65bb68 Refactoring the search path magic, step 2: Game specific search path.
Refactor FS_SetGamedir() into FS_BuildGameSpecificSearchPath(). The new
function removes the specialized part of the search path if necessary
and create a new specialized part based upon the given directory. It
uses the FS_AddDirToSearchpath() function added in the last commit.
2017-07-23 08:47:30 +02:00
Yamagi Burmeister
9f04bc0218 Refactoring the search path magic, step 1: Generic search path.
This moves the code used to add a directory and it's paks to the search
path into one well defined function FS_AddDirToSearchPath(). Also create
a new function FS_BuildGenericSearchPath() that builds the generic part
of the global search path. This obsoletes several other, specialized
functions. They'll be removed in a later commit.
2017-07-23 08:46:38 +02:00
mulander
60bef10748 Don't use -Wl,--no-undefined on OpenBSD
Breaks the build since version 7.00
2017-07-20 17:47:56 +02:00
Yamagi Burmeister
6da4a31740 Pass -Wno-misleading-indentation to silence spurious warnings.
Recent GCC versions print a lot of missleading indentation" warnings
in third party code, making the build log more or less unreadable.
2017-06-30 14:12:57 +02:00
Yamagi Burmeister
4f803aedd2 Correct some missindentions pointed out by recent GCC versions. 2017-06-30 13:52:09 +02:00
Yamagi Burmeister
e134ae578f Reset vod_renderer to gl1 if the requested lib couldn't be loaded.
This was reported in issue #209.
2017-06-30 13:43:37 +02:00
Yamagi Burmeister
815bc34646 Bump version to 7.02pre. 2017-06-24 08:49:11 +02:00
Yamagi Burmeister
e1aadc5796 Bump version to 7.01. 2017-06-23 15:46:41 +02:00
Yamagi Burmeister
9236b61153 Clearify that we fixed the build on all platform without SSE. 2017-06-21 15:27:23 +02:00
Yamagi Burmeister
20abcf8e47 Update the CHANGELOG for 7.01. 2017-06-21 14:29:46 +02:00
Yamagi Burmeister
86649ebdac Mention crosshairscale in the cvarlast.md. 2017-06-21 10:22:29 +02:00
Yamagi Burmeister
dd41ff3601 Tell Windows that we're HighDPI aware.
This prevents Windows from scaling our (fullscreen) window to crap if
the whole desktop is scaled and we're rendering more than 1080p. This is
believed to fix #208.
2017-06-21 10:17:16 +02:00
Daniel Gibson
23ea2ea034 GL3: Square particles with cvar gl3_particle_square
if that cvar is set to 1, particles aren't rendered as nice circles, but
as squares, like in the software renderer or in Quake1.

Also documented it in cvarlist.md and fixed some typos there
2017-06-20 18:31:32 +02:00
Yamagi
837f017016 Merge pull request #207 from smcv/system-openal
Only use /usr/local/opt/openal-soft on Darwin
2017-06-19 10:07:16 +02:00
Simon McVittie
992f453016 Only use /usr/local/opt/openal-soft on Darwin
Commit 883781c selected these paths for all OSs, but when linking to
a system copy of OpenAL for Linux distribution binaries we want the
normal OpenAL in /usr.

Signed-off-by: Simon McVittie <smcv@debian.org>
2017-06-18 15:33:51 +01:00
Daniel Gibson
1da7ff5594 Fix Jennell Jaquays' name in credits and quit screen
the latter is done by identifying the baseq2 pics/quit.pcx in LoadPCX()
and changing some pixels
2017-06-12 18:32:56 +02:00
Yamagi Burmeister
4c8d504cf7 Enforce static linking of libgcc on Windows.
This is part of issue #205.
2017-06-10 10:01:05 +02:00
Daniel Gibson
36c880e105 GL3: Update HandMadeMath.h to include my non-SSE patch
from https://github.com/StrangeZak/Handmade-Math/pull/60

Hopefully fixes #204 (broken build on ARM)
2017-06-09 12:30:44 +02:00
Yamagi Burmeister
8fa861d8e9 Bump version to 7.01pre.
While here remove missleading comment.
2017-06-08 18:12:55 +02:00
Yamagi Burmeister
95b0c6a38b Bump the version number to 7.00. 2017-06-08 17:29:51 +02:00
Yamagi Burmeister
9f3c2296dc Clarify Sandy Bridge GPUs with GL3.
Sandy Bridges hardware is OpenGL 3.2 compatible and Mesa3D has a working
driver. But the crappy Windows driver is limit to OpenGL 3.1... GL3 is
working on Linux, but not on Windows.
2017-06-06 17:50:58 +02:00
Yamagi Burmeister
a6704af878 Add al_driver and gl_nolerp_list to the cvarlist.md 2017-06-06 17:48:51 +02:00
Daniel Gibson
6e6c90bd8c cvarlist: fix some typos 2017-05-25 17:28:28 +02:00
Yamagi
8301d893f2 Merge pull request #203 from DanielGibson/cvarlist-gfx
Revamp cvar list (split up in sections, improve gl_*/gl3_* descriptions)
2017-05-25 14:09:00 +02:00
Daniel Gibson
809246ca92 Revamp cvar list (split up in sections, improve gl_*/gl3_* descriptions) 2017-05-25 13:59:10 +02:00
Yamagi Burmeister
d0ad58cdb3 Update the CHANGELOG for 7.00 2017-05-25 11:45:18 +02:00
Yamagi Burmeister
c5f10dd879 Switch to a new, MSYS2 based build environment for Windows.
Highlights are:
- Since MSYS2 is much more unixlike than our old build environment we
  can remove most Windows specific hacks from the Makefile.
- MSYS2 has an package manager, the build environment can be updated
  by "pacman -Syu" just like an ordenary Arch Linux installation.
- Parallel builds are now working.
- git is integrated into the build envirment.
- zlib is now linked as a dynamic lib.

After this commit the old bild environment will no longer work! The
latest version must be downloaded and extracted to C:\MSYS2. Get it
here: https://deponie.yamagi.org/quake2/windows/build/
2017-05-25 11:21:52 +02:00
Yamagi Burmeister
346b841e72 Fox whitespace errors. 2017-05-25 10:21:16 +02:00
Yamagi Burmeister
eb27fa4d77 Fix some typos. 2017-05-25 10:20:12 +02:00
Yamagi Burmeister
f02bd475bd Add a list off (nearly) all added console variables and their meaning. 2017-05-25 10:07:33 +02:00
Yamagi Burmeister
f6e3f1f4bc Hide OpenALs doppler effect behind s_doppler.
This allows it to disable the doppler effect by setting s_doppler to 0.
The default value 1 == enabled.
2017-05-25 09:11:47 +02:00
Yamagi
2e4a48798d Merge pull request #200 from xorw/master
use correct velocity scaling for openal audio sources
2017-05-25 08:43:48 +02:00
xorw
ff54b3ac1f use correct velocity scaling for openal audio sources 2017-05-20 07:23:24 +02:00
Yamagi
505c67385e Merge pull request #198 from DanielGibson/gl3-shadows-last
GL3: Render Model shadows last, refactor gl3_mesh.c
2017-05-16 08:58:09 +02:00
Daniel Gibson
865e97514d GL3: Render Model shadows last, reduce global variables in gl3_mesh.c
The model shadows are rendered after all entities are rendered.
This fixes them making entity brushes below them translucent (#194)

The model rendering code used lots of global variables, many of them
totally superfluous (esp. currententity, currentmodel).
I refactored the code to use less global variables (this was at least
partly needed to render the shadows later).
So this looks like lots of changes, but many of them are just using
"entity" instead of "currententity" or "model" instead of "currentmodel"
2017-05-15 12:34:38 +02:00
Yamagi Burmeister
6119591c6a Fix build with WITH_OPENAL disabled.
This closes issue #192.
2017-05-13 16:53:20 +02:00
Yamagi
8af427b0c9 Merge pull request #196 from xorw/master
Finished doppler shift support (added listener's velocity update)
2017-05-12 17:58:04 +02:00
xorw
29d109f8ef Finished doppler shift support (added listener's velocity update) 2017-05-10 12:21:56 +02:00
Yamagi
e6d46eb452 Merge pull request #193 from xorw/master
Add partial doppler shift support for 3D audio sources.
2017-05-09 21:38:30 +02:00
Yamagi
a659da38c1 Merge pull request #191 from DanielGibson/gl3_shadows
GL3 shadows
2017-05-07 21:21:05 +02:00
xorw
da5aea4929 Add partial doppler shift support for 3D audio sources.
In game noticeable when dodging blaster projectiles or missiles :)

See: https://en.wikipedia.org/wiki/Doppler_shift
2017-05-07 06:14:10 +02:00
Daniel Gibson
9751caac85 GL3: Optimize shadow rendering
now DrawAliasShadow() only uses one draw call per model, pretty much
like DrawAliasFrameLerp()
2017-05-02 06:25:04 +02:00
Daniel Gibson
b45a6d8ef9 GL3: Simple Stencil-Shadows
Like GL1 gl_shadows + gl_stencilshadows: no shadow volumes, but looks
ok apart from standing over edges

The gl_stencilshadows cvar isn't used in GL3, it always uses the stencil
buffer if available (and if gl_shadows != 0)

This still needs performance optimizations: Like the GL1 impl it takes
lots of draw calls per model, it could be done with one per model like
when rendering the actual model.
2017-05-02 06:25:04 +02:00
Yamagi Burmeister
a31c309f68 Scale entity alpha values by 0.666f.
This makes the black hole generator (the rotating circles) in command
looking great again. :)
2017-04-27 17:33:40 +02:00
Daniel Gibson
79e9c8c3d0 GL3: gl3_intensity_2D cvar for HUD, menu, console, video intensity
there have been complaints that those things look too bright, so let
people configure their intensity independently of the general intensity
used for levels, monsters etc.

fixes #189
2017-04-25 15:02:22 +02:00
Daniel Gibson
ff6e7ede26 GL3: Apply scroll offset to x also for transparent scroll surfs
no idea where this is used, but it should be correct this way
2017-04-24 15:22:02 +02:00
Yamagi Burmeister
dd007f340a Apply scroll offset the x coordinate and not to y.
When applied to y SURF_FLOWING textures are scrolled into the wrong
direction. I guess that in GL1 the offset is also applied to x.

This fixes issue #186.
2017-04-24 14:50:00 +02:00
Yamagi Burmeister
df85228ba4 Unqueue raw samples if Vorbis playback is paused.
Without this some samples will loop forever.
2017-04-23 21:55:27 +02:00
Yamagi Burmeister
98276aeb91 Empty SDLs event queue when starting cinematic playback.
Sometimes cinematics are skipped after the first frame even if the
player didn't press any key. I'm unable to reliable reproduce that,
so my educated guess is that one or more events are still waiting in
SDLs event queue.

For example, during intermission IN_Update() is not called for 5
seconds, key presses by impatient players are just added to the queue
and not processed. The first event is used to skip leave the
intermission, the second event skips the cinematic...

Fix this by implementing a new function IN_FlushQueue() to flush SDLs
event queue and calling it when starting cinematic playback. Yes, this
is just another layer violation. :(
2017-04-22 10:29:25 +02:00