Commit graph

595 commits

Author SHA1 Message Date
Denis Pauk
5ab77f1a69 Enable quake3 like 'set' commands 2023-09-25 00:26:01 +03:00
Denis Pauk
bce1d70186 make input parameters consts in shared.c where possible 2023-09-22 22:47:31 +03:00
Denis Pauk
ff70128bb9 Make all names in game interface const where possible 2023-09-22 00:58:40 +03:00
Denis Pauk
2274e86481 Make all names in render interface const 2023-09-21 23:40:45 +03:00
Denis Pauk
d5515c8525 Daikatana: load bsp and wal formats
https://gist.github.com/DanielGibson/2ceeba3fb6141e839c4aaf141b649762
2023-09-17 16:00:41 +03:00
Denis Pauk
42465a6b03 Add Vulkan render 2023-09-17 14:17:14 +03:00
Denis Pauk
412ea8406a Add dkm models support (daikatana)
Based on:
 * [TrenchBroom](https://github.com/TrenchBroom/TrenchBroom/blob/master/common/src/IO/DkmParser.cpp)
 * [dkm2md2](http://charles.hollemeersch.net/daikatana-tools/)
2023-09-17 14:01:36 +03:00
Denis Pauk
cfac300e74 Add fm/heretic2 model support
Save additional list of meshes between dmdl_t and list of skins.

https://sourceforge.net/p/quark/code/HEAD/tree/runtime/trunk/plugins/ie_fm_import.py
2023-09-17 13:54:51 +03:00
Denis Pauk
db436ee6e4 Add Quake mdl format support
http://tfc.duke.free.fr/coding/mdl-specs-en.html
2023-09-17 13:48:09 +03:00
Denis Pauk
85ebca9979 ref_gl1: Load IBSQ map format 2023-09-16 19:42:40 +03:00
Daniel Svensson
9cb349e6e9 ref_gl1: LIGHTMAPS: Add support for DECOUPLEDLM.
Decouples texture coordinates from lightmap coordinates to allow for
higher resolution lightmaps, and also avoids lightmap misalignment when
shadows span surfaces with differing texture scale.
2023-09-16 19:42:40 +03:00
Denis Pauk
a11b298d5c ref_gl1: Add BSPX load 2023-09-16 19:42:40 +03:00
David CARLIER
437c16c0d1 "constifying" where underlying C calls expect compile time constants. 2023-09-16 18:16:52 +02:00
David CARLIER
3b8053edae "constifying" where underlying C calls expect compile time constants. 2023-09-16 16:20:21 +01:00
Denis Pauk
318cd69318 Add nolerp filtering by * 2023-09-16 10:56:50 +03:00
Jaime Moreira
9821c4b0a2 Show correct replacement for gl_lightmap cvar
Typos corrected
2023-08-26 19:18:24 -04:00
BjossiAlfreds
d3c9529df6 Fixed VectorNormalize2 not writing 0-length vectors to out 2023-07-07 23:59:20 +00:00
David Carlier
ce3e9136a8 adding compile time assertion support whenever possible
and convert some runtime which deserve to be evaluated earlier.
2023-06-17 16:37:29 +01:00
David CARLIER
5b895615a4 fix clang 16 build as C11 _NoReturn/noreturn attributes conflict.
And remove a handful of unused vars.
2023-04-16 08:19:33 +01:00
Yamagi
74bb325deb
Merge pull request #970 from devnexen/silent_analyzers
silencing static analysis warnings.
2023-02-04 17:42:37 +01:00
Yamagi
6c6aa62032
Merge pull request #968 from devnexen/riscv_build_fix
cpu pause instruction for RISV-64 compatible gcc/clang.
2023-02-04 17:41:09 +01:00
Daniel Gibson
d3f748c03a Fix special case in filesystem when game is reset to baseq2, #969
When running a mod/addon and then switching back to baseq2,
FS_BuildGameSpecificSearchPath() is called and sets fs_gamedir
(amongst other things). Unfortunately it used fs_baseSearchPaths->path
to set it, and in the -portable case, the top base search path is
pak2.pak, i.e. not a normal directory, so fs_baseSearchPaths->path is ""
and fs_gamedir is set to "" => later Sys_Mkdir(fs_gamedir) fails.

Now fs_gamedir is set to the correct directory, based on fs_rawPath
2023-02-04 17:38:35 +01:00
David Carlier
2e51a9f72f silencing static analysis warnings. 2023-01-31 06:47:04 +00:00
David Carlier
a5ee9c9d4f cpu pause instruction for RISV-64 compatible gcc/clang. 2023-01-22 21:00:04 +00:00
Denis Pauk
0cd2eed28b Share R_CullBox and R_SetFrustum 2023-01-21 18:31:16 +02:00
Yamagi
54949d59ce
Merge pull request #960 from DanielGibson/cmake-msvc
Fix build with VisualC++'s internal CMake
2023-01-21 16:55:46 +01:00
Yamagi
c5c2af0320 Rename gl1_polyblend to gl_polyblend.
An upcoming commit will implement it for GL3.
2023-01-21 16:19:18 +01:00
Daniel Gibson
651503d48a Fix build with VisualC++'s internal CMake
.. which doesn't set CMAKE_GENERATOR_PLATFORM

so set YQ2ARCH in src/common/header/common.h when building with MSVC
2023-01-16 06:02:26 +01:00
Denis Pauk
f6f6639a89 Image: Share loadSky textures
Add support of `r_palettedtextures` to all renders.
2022-12-11 12:11:46 +02:00
Denis Pauk
5e2ecede93 Image: Add M32 support functions
https://github.com/TTimo/GtkRadiant/blob/master/plugins/imagem8/m32.h
2022-12-11 12:11:46 +02:00
Yamagi
7f05cefbcf Bump the version number to 8.21pre. 2022-12-09 12:37:55 +01:00
Yamagi
09d7c41a6e Bump the version number to 8.20. 2022-12-09 12:37:27 +01:00
Daniel Gibson
89b0ed9f18 Fix build with newer Visual Studio versions
in the __STDC_VERSION__ >= 201112L + _MSC_VER case YQ2_ATTR_INLINE
wasn't defined

and fixed some indenting in the surrounding code
2022-11-24 15:38:34 +01:00
Yamagi
96aafef55a
Merge pull request #928 from devnexen/va_fn_sig_chang
va little signature change
2022-11-05 09:58:10 +01:00
David CARLIER
0bc3ac6079 va little signature change 2022-10-23 22:27:39 +01:00
Denis Pauk
66d0751caf Linux: Add color output for console
Usecase: show map name on level load.

Add colorterminal cvar for disable.

xfce4-terminal has:
 * TERM=xterm-256color
 * COLORTERM=truecolor
2022-10-23 22:44:30 +03:00
Jaime Moreira
5c7bf732df Player skins in menu sorted alphabetically
Mods in menu are now ordered: baseq2, xatrix, rogue, ctf, the rest
2022-10-08 17:21:50 -03:00
Yamagi
75f7f7092e The always_inline does not inline the function...
...it just forces inline functions to be inlined, regardless of
restrictions.
2022-10-08 17:02:43 +02:00
Yamagi
66dcc8edf3
Merge pull request #898 from devnexen/sdl_cpupauseinstr
Sys_CpuPause uses the new SDL_CPUPauseInstruction macro if available.
2022-10-08 16:37:23 +02:00
Yamagi
08b729ca6c
Merge pull request #869 from 0lvin/audioq2rtx
Add step sound and reverberation
2022-10-08 14:58:51 +02:00
David Carlier
9d38e5c347 Sys_CpuPause uses the new SDL_CPUPauseInstruction macro if available. 2022-09-20 19:06:03 +01:00
Denis Pauk
9820aa4cb1 game: sync functions definitions
Make local variables static
2022-09-18 12:39:50 +03:00
David Carlier
2301ce0f78 Fix cmake's C11 build and removing C99 flag then. 2022-09-16 21:27:32 +01:00
apartfromtime
64ac8c3183 Zero list elements
For in check for "NULL" cases, if free succeeds you probably want to
clear the pointer bits.
2022-08-19 15:26:53 +10:00
David Carlier
cfd8cd94e5 Hunk_Begin/Alloc attr malloc addition. 2022-07-23 14:05:30 +01:00
Yamagi
1cd347beb7
Merge pull request #843 from devnexen/fbsd_build_warnings
freebsd/clang and server only warnings build fix
2022-06-07 14:20:59 +02:00
Yamagi
3872a60e6c Bump version number to 8.11pre. 2022-05-29 07:12:58 +02:00
Yamagi
31260fc0fd Bump version number to 8.10. 2022-05-29 07:10:24 +02:00
maraakate
deec7e422d src/common/shared/shared.c: Check >= maxsize in Info_SetValueForKey(). Found by ASAN. 2022-05-27 18:28:31 -04:00
David CARLIER
aaf6489d21 freebsd/clang and server only warnings build fix 2022-05-21 20:19:04 +01:00
Daniel Gibson
413b44b4cd Qcommon_Frame(): Try to get closer to desired packet framerate
.. 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.
2022-05-09 20:27:41 +02:00
Daniel Gibson
f95b5e7725 Qcommon_Frame(): Make pfps and rfps floats
should be more precise when converting to microseconds
2022-05-09 02:05:19 +02:00
Daniel Gibson
502ff345c3 Introduce cl_maxfps -1 for "use optimal value based on render framerate"
(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.
2022-05-09 02:05:19 +02:00
Daniel Gibson
7cf1392765 Qcommon_Frame(): Improve max framerate handling when vsync is enabled
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)
2022-05-09 01:43:08 +02:00
Daniel Gibson
5a8382064a Remove 0.95 factor for packet framerate
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.
2022-05-08 18:10:25 +02:00
Yamagi
434e85feaf
Merge pull request #823 from 0lvin/benchmark
Remove framelimits for timedemo
2022-05-07 09:42:16 +02:00
Denis Pauk
bbaf6d6b20 Remove framelimits for timedemo 2022-04-27 23:09:28 +03:00
David Carlier
df86c15395 frame cpu pause refactoring.
expanding to powerpc archs also for visual studio/MSVC while
keeping clang support for windows.
2022-04-25 18:17:46 +01:00
Yamagi
8fa5ea3599
Merge pull request #807 from devnexen/config_settings_haiku
saving data into Haiku system user config.
2022-04-03 17:44:06 +02:00
David Carlier
7ce0964b9b saving data into Haiku system user config. 2022-04-02 04:22:55 +00:00
Denis Pauk
12b27e631d fix C --pedantic warnings
* extra semicolon in struct or union specified
* ISO C does not allow extra ‘;’ outside of a function
2022-03-29 22:29:28 +03:00
Daniel Gibson
09ede9cf47 Make basename() fully compliant and simplify it a bit 2022-03-12 17:01:37 +01:00
Daniel Gibson
6c41a60c6d Make it work with VS2015 and newer
the workaround is a bit ugly but should work..
(I only tested VS2017, but I guess 2015 should also work)
2022-03-12 17:01:37 +01:00
Daniel Gibson
ed918cf423 CMake: Make the game build with Visual Studio (2019 16.8 or newer)
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
2022-03-12 16:55:55 +01:00
Denis Pauk
b4fb6db4fc gl1,gl3: rename gl_lightmap->r_lightmap 2022-02-05 18:54:38 +02:00
Yamagi
76e114b06a Bump version number to 8.02pre. 2022-01-22 09:51:53 +01:00
Yamagi
32fc209084 Bump version number to 8.01. 2022-01-22 09:51:28 +01:00
Yamagi
09001d3bfb Normalize pathes passed to FS_FOpenFile().
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.
2021-11-13 11:09:01 +01:00
Yamagi
b16b1b13d0
Merge pull request #758 from BjossiAlfreds/lateargs
Fixed incorrect handling of - in late args and simplified code
2021-11-01 18:35:30 +01:00
Yamagi
5eba52008b Belatedly bump the version number to 8.01pre. 2021-10-31 17:25:55 +01:00
BjossiAlfreds
f6d9ffc45c Late args parser now uses one string build instead of two 2021-10-30 15:59:50 +00:00
Daniel Gibson
568602ab49 Support starting maps with '-' from commandline, fix #757
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
2021-10-30 17:04:18 +02:00
BjossiAlfreds
ec28387da4 Fixed incorrect handling of - in late args and simplified code 2021-10-29 03:25:23 +00:00
Denis Pauk
4eb2d95ccd limit timedemo to vid_maxfps * 5 2021-10-16 23:26:46 +03:00
Denis Pauk
fa1f5c2c84 Never sleep between frames with timedemo 2021-10-16 14:38:11 +03:00
Denis Pauk
012862b58d set currtime before Qcommon_Frame once
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.
2021-10-16 14:09:22 +03:00
DC
bc6a40e27e little memory leak possible when the .pak matches 2021-08-06 16:29:16 +01:00
Yamagi
0f7790c8e3 Remove code unnecessary / redundant since last commit. 2021-08-02 09:09:31 +02:00
Yamagi
7db0a89fe1 Refactor filtering if numbered paks.
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.
2021-08-02 08:44:49 +02:00
Yamagi
e2e2bddfa3 Fix demo loop after changing the game through the menu.
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.
2021-07-25 09:45:51 +02:00
Yamagi
c9f7faa7b1 Add logic to mark search path entries as required or optional.
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.
2021-06-20 18:24:22 +02:00
Yamagi
21483dc1bd
Merge pull request #718 from Spirrwell/master
Fix some leaks
2021-06-19 08:48:54 +02:00
Yamagi
f64837868d Bump the CHANGELOG to 8.00. 2021-06-14 16:38:38 +02:00
Yamagi
f4e7ee59c4 Bump version to 8.00rc1. 2021-06-07 10:10:16 +02:00
Daniel Gibson
7ae9655f3a Fix UBSan Warnings
- 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
2021-06-04 13:39:43 +02:00
Spirrwell
b9129f2fa8 Fix some leaks
Most of these are probably "harmless", but I could definitely see the missing/improper SDL_Quit/SDL_QuitSubsystem causing headaches later.
2021-06-02 19:45:34 -04:00
Yamagi
76d61d9d8f Remove rev_vk from the client. 2021-05-28 09:33:44 +02:00
Yamagi
e66fd250c2 It's vk, not vulkan. 2021-05-25 11:54:38 +02:00
Ricardo Garcia
f601ffddfc Use the real anisotropic filtering value in Vulkan
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.
2021-03-21 11:08:09 +01:00
Yamagi
449776d3f6
Merge pull request #654 from 0lvin/ref_vk
Sync variable names for msaa, retexturing and anisotropic filtering
2021-01-22 12:27:18 +01:00
Yamagi
0488dcd4e9 Add a replacement chasing the cl_anglekicks -> cl_kickangles rename. 2021-01-22 12:22:47 +01:00
Denis Pauk
46c24d4d18 Sync variable names for msaa, retexturing and anisotropic filtering #646 2021-01-19 21:39:44 +02:00
Denis Pauk
3418280b06 Fix cppcheck warnings
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.
2020-12-17 22:49:03 +02:00
Denis Pauk
a4181a0bdb Add m8 textures support(heretic2 mods) 2020-12-17 21:59:04 +02:00
Yamagi
c9d54381a5 Fix uint64_t printf() format string for Windows. 2020-12-12 14:45:04 +01:00
Denis Pauk
823e0eb915 Add experemental vulkan render 2020-12-12 14:45:03 +01:00
Yamagi
e86a678a3b Write configs before changing the mod.
Otherwise config changes will be lost if the mod is changed.

Part of #630.
2020-12-02 08:57:46 +01:00
nia
92e62e49d3 Cast arguments to ctype functions to unsigned char
According to the C standard, arguments to the ctype functions
must fit into unsigned char (presumably so they can be implemented
with simple array access). This causes a build time warning on
NetBSD, and may function incorrectly if any UTF-8 strings are used.
2020-11-24 14:12:38 +01:00
Yamagi
d419e1f660 Make map name autocompletion case insensitive.
Compare case insensitve and  copy the case insensitive partial matches into the console. But copy the case sensitive match as soon as there's a full match. Should work under Windows and Linux.

Closes #621.
2020-11-14 18:22:43 +01:00
Yamagi
21d7c85044 Mark path passed to Sys_Mkdir as const. 2020-10-20 09:35:07 +02:00