Ability to read an optional configuration file
which is read if exists, we can even decide
which configuration file (default is config.mk) to use at
the command line like this:
$ make # it will read config.mk if exists
$ make CONFIG_FILE=my-badass-conf.mk
$ make CONFIG_FILE=no-retexturing.mk
As always, build variables still can be set as well by command line.
$ make WITH_SYSTEMWIDE=/media/cdrom/quake2-data CONFIG_FILE=my-badass-conf.mk
This fixes a long standing and until now unnoticed bug with negative
colored dynamic lights. Since we never set the OpenGL renderer as out
renderer, remaining softrenderer code was executed and the corresponding
effects never rendered. This manifested itself in missing darkness
around the "gravity well" in rogue.
Newer jpeg versions (I guess starting with 9) define an macro
"VERSION", colliding with ours. While wie could #undef it, take
the less hacky route and rename it.
The old Window build was tightly bound to Nuwens MinGW distro. Since
Nuwen decided to take the 64 bit way and dropped 32 bit support, we'll
change over to a more generic MinGW build. Use this chance to clean up
things.
PLEASE NOTE: There's no such thing as a "standard MinGW install".
Therefor our buildsystem cann not and will not be generic. It's still
desinged along the pathes of our build environment. We'll upload it
to the projects FTP server.
Things do consider:
- Dependencies (jpeg, libogg, libvorbis, OpenAL, SDL2, zlib) should be
installed under /custom/.
- We're now relying on sdl2-config, to be found at /custom/bin. It's
just a simple shell script, depending on your compiler unsupported
CFLAGS or LDFLAGS must be removed from it.
- Windows binaries are now stripped. There's no need to supply debug
symbols on Windows. This reduces quake.exe from ~8.3MB to ~1.6MB.
- The Binaries are still hard linked.
Without this define newer versions of jpeg define a type "bool" as char,
while the MinGW headers define it as "unsigned short". Automake should
have detected that, but...
The code used build fine on my workstation, since Mesa3D has the
required macros since ever. But on Windows gl.h is still limited
to OpenGL 1 (really?).
MSAA was a long wanted and often requested feature. Just set set the
desired number of samples with gl_msaa_samples and do a vid_restart.
This code is based upon work done in Hecatomb.
On some systems SDL_SetRelativeMouseMode() can fail under several
circumstances. For example:
- Security software is blocking acces to raw input.
- XInput 2 is unavailable.
- SDL2s configure script has messed up.
Detect those situations and reposition the mouse manually to the
window center after having read it's current state. This fixes
issue #34 an #35.
Input devices should send key events and nothing more. The ability to
add commands into the input buffer was used by the joystick code
(removed long time ago) and as a dirty hack to work around limitations
of DirectInput.