Yamagi Burmeister
238ccb8adf
Fix warnings with clang after the stereo merge
2016-04-07 16:57:32 +02:00
Valery Guskov
f6c596c1c5
better default configuration for 3d
2016-04-04 23:57:59 +03:00
Valery Guskov
9693004afb
removed unused variable
2016-04-04 23:57:08 +03:00
Valery Guskov
248bebeca6
unncecessary newlines
2016-04-04 22:41:27 +03:00
Valery Guskov
d09c942b52
added pause changes from stereo-quake
2016-04-04 22:25:53 +03:00
Valery Guskov
45d3dd0a2f
fixed loading display
...
i guess
2016-04-04 20:55:17 +03:00
Valery Guskov
135fb021e5
fixed viewports a bit
2016-04-04 19:33:18 +03:00
Valery Guskov
294a4dfbb9
cleaning up
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removed non-minimal changes from porting stereo-quake
2016-04-04 00:25:20 +03:00
Valery Guskov
2e87216abf
Revert "ported meatball crosshair"
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This reverts commit 1e6f016fca
.
2016-04-04 00:11:03 +03:00
Valery Guskov
bfa212f6ba
correct models provide skin path
2016-04-03 19:26:16 +03:00
Valery Guskov
b3bea99597
added new code for 3d crosshair
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original meat can be thrown out
2016-04-03 00:26:35 +03:00
Valery Guskov
1e6f016fca
ported meatball crosshair
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copied from http://www.quakewiki.net/archives/qdevels/quake2/12_1_98.html
2016-04-02 01:24:14 +03:00
Valery Guskov
b662cb9979
added split view basic support
2016-04-01 16:22:28 +03:00
Valery Guskov
0f8bda3c33
first attempt at porting separation support
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ported from stereo-quake
http://www.benryves.com/products/stereoquake
2016-04-01 08:51:11 +03:00
Daniel Gibson
7f7ba1870b
Bump version to 5.34pre
2016-01-30 20:03:33 +01:00
Daniel Gibson
50fe9cfdbc
Bump version to 5.33
2016-01-30 19:48:00 +01:00
Daniel Gibson
703cec74e7
Fix fix for not sending Char_Event to console when not opened
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turns out the if the console is opened while no game is currently
running, cls.key_dest is not key_console but still key_game.
Changing it to key_console in those cases blows up in interesting ways.
So in Char_Event() we send events to the console in those cases.
2016-01-30 18:43:32 +01:00
Daniel Gibson
4a762c0002
Don't send Char_Event to Console if it isn't opened
2016-01-30 17:46:34 +01:00
Daniel Gibson
0fb8d80507
Small improvements to input code
2016-01-30 17:46:34 +01:00
Daniel Gibson
dc155cca9c
Workaround for better AZERTY-Keyboard support
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The first row of AZERTY-Keyboards (used in France and Belgium) doesn't
have numbers as keys but ², &, é, ", ', (, -, è, _, ç, à , ), =
(with small differences between France and Belgium).
For some of those keys we don't have keycodes - and neither does SDL2.
See also https://bugzilla.libsdl.org/show_bug.cgi?id=3188
As a workaround, just map those keys to 1, 2, ..., 9, 0 anyway, as those
are keys Quake2 already knows (and those chars are printed on the keys
too, for typing they're reachable via shift).
This workaround only works for SDL2, as SDL1.2 doesn't have scancodes
which we need scancodes to identify the keys.
While at it I unified handling of SDL_KEYDOWN and SDL_KEYUP, the code
is almost identical anyway, apart from one bool argument to Key_Event().
We track this problem in #81
2016-01-30 17:46:34 +01:00
svdijk
31ffb96614
Console: Adjust line length based on scale
2015-12-19 20:36:25 +01:00
svdijk
5c54521199
Screen: Clamp scale to a minimum of 1, except for the HUD
2015-12-19 20:34:02 +01:00
svdijk
54b6d276b2
Screen: Make SCR_Get*Scale() callable before SCR_Init().
2015-12-19 20:18:17 +01:00
svdijk
354d2ff789
Menu: Some alignment fixes for scaled menus
2015-12-13 11:48:02 +01:00
Daniel Gibson
ca4bab172e
Make "no such (old)frame" warnings developer-only
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those "problems" don't really matter, so don't spam the console with
it (unless you've enabled developer messages).
"Fixes" https://github.com/yquake2/xatrix/issues/7
2015-12-12 20:17:40 +01:00
svdijk
3e5ac1c15a
Draw: Also don't lerp crosshairs
2015-11-24 14:19:16 +01:00
svdijk
0880bef8c8
Draw: Handle "nolerp" of console characters through a cvar
2015-11-24 14:16:18 +01:00
svdijk
44969748fb
HUD: Fix centering of scaled crosshair
2015-11-20 22:04:27 +01:00
svdijk
712016783b
UI scaling: Clamp the scale to avoid "over-scaling"
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This clamps the UI scale, limiting the relative size of the UI
elements to what they would be at scale 1 in a 320x240 resolution.
Allowing bigger scales is not useful, and would make it possible
for the user to shoot him-/herself in the foot by setting a
"too big" UI scale value in the menu. (Since this would mess up
the menu, it could be hard te recover from for a casual user.)
2015-11-20 18:47:08 +01:00
svdijk
9964b2f3df
q2icon.xbm: Make this a bit more like the new icon
2015-11-18 20:52:19 +01:00
svdijk
4194ff24dd
q2icon64.h: Recreated to have the same margins as the source SVG
2015-11-18 19:58:08 +01:00
svdijk
8a9741dd89
Videomenu: Minor optimization to GetCustomValue for subsequent calls
2015-11-16 22:23:15 +01:00
svdijk
8d7f4a74e6
Videomenu: Simplify uiscale initialization
2015-11-16 19:26:46 +01:00
svdijk
a6b3bfd35a
qmenu.c: Some whitespace changes for consistency.
2015-11-16 19:18:50 +01:00
svdijk
de8c50bcb9
Videomenu: Make the "custom" value handling less error prone.
2015-11-16 19:11:00 +01:00
svdijk
1804fad355
Videomenu: Add integer scaling options up to 6x
2015-11-09 22:14:45 +01:00
svdijk
e92b54990d
Videomenu: Also include crosshair_scale in the ui scale option
2015-11-09 22:09:48 +01:00
svdijk
8d9cdc0768
Videomenu: Limit the ui scale option to integer values
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Fractional values look ugly. If people really want this they can set this from the console, we won't "advise" it from the menu.
2015-11-08 18:20:54 +01:00
svdijk
0cdf927d3e
Default the various scale variables to "-1" (automatic)
2015-11-08 12:48:27 +01:00
svdijk
64d4e8e619
Videomenu: Change the HUD scale option to a more generic UI scale option
2015-11-08 12:46:38 +01:00
svdijk
dae3de4b73
Videomenu: Don't mess up custom hudscale setting upon "apply"
2015-11-08 11:15:36 +01:00
svdijk
57c494cfd6
Fix compiler warning in stb_image.h
2015-11-05 19:51:22 +01:00
svdijk
97f9494400
Windows: Use a relative path for the icon.
2015-11-04 21:08:25 +01:00
svdijk
ec9657134f
Windows: icon.rc is a source file, so move it to the source directory.
2015-11-04 21:05:30 +01:00
Daniel Gibson
4cbe5f25e0
Fix volume of looped sounds in OpenAL backend, fixes #111
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AL_PlayChannel() is only called by AL_AddLoopSounds() and
S_IssuePlaysound() - but only the latter set a volume there.
Because of that, loopsounds weren't hearable anymore after the last
commit which removed adding s_volume to all volumes in AL_PlayChannel().
This is fixed by setting the volume for looped sounds in
AL_AddLoopSounds() as well.
Looped sounds don't seem to have a customizable volume and are always
played at full volume (the volume is only changed by distance, but
OpenAL does that automatically).
2015-11-02 01:48:52 +01:00
Daniel Gibson
4e13e3ee69
Uncouple s_volume from raw samples (Ogg playback and cinematics)
2015-11-01 18:02:22 +01:00
Daniel Gibson
fd31e0060d
Remove CD music enable box and introduce OGG volume slider in menu
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The CD music enable / disable box wasn't used by many users for two
reasons: CD music playback needs a CDROM drive with analog output.
Such drives aren't available for at least 10 years. And CD music is
unsupported with SDL2. A OGG volume slider is much more usefull.
2015-11-01 17:45:09 +01:00
Daniel Gibson
12604bebe9
Change version to 5.33pre, changes for arbitrary length version strings
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Con_DrawConsole() assumed that the version string was always 21chars
long, we changed it to allow longer strings with other lenghts.
In Unix main() we changed the code for underlining
"Yamagi Quake II $version" with === so the underlining is as long
as the underlined string.
2015-11-01 17:15:10 +01:00
Yamagi Burmeister
92d48735f5
Bump version number to 5.32
2015-10-31 16:54:04 +01:00
Yamagi Burmeister
4b7b29c339
Don't stop the filesearch if the first try fails.
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It was a wrong (and maybe stupid) assumption, that the config dir
(~/.yq2) is always the first element of the search path. When there's
at least one pak file in the config dir, it's added at a random
location. Work around this by probing all directories. This fixes
issue #107 .
2015-10-28 07:41:58 +01:00