Commit graph

3162 commits

Author SHA1 Message Date
Daniel Gibson
34a8c3833f Some CMake improvements
- make sure MSVC builds in parallel
- make sure game.dll ends up in the correct directory
- set yquake2 as VS debugger start project
2022-03-12 17:01:37 +01:00
Daniel Gibson
37b1b708c6 Fix some legitimate warnings from MSVC
MultiByteToWideChar() and other functions handlings WCHAR strings usually
expect length-like arguments in number of WCHARs, not in size in bytes
2022-03-12 17:01:37 +01:00
Daniel Gibson
16c97f6ece CMake: MSVC build is cleaner now (and shows less warnings)
- suppress some compiler warnings
- don't pass GCC/clang-specific flags to MSVC

(also made sure it still builds with MinGW)
2022-03-12 17:01:27 +01:00
Daniel Gibson
35232218e9 CMake: Correctly identify CPU architecture, hopefully
because, sadly, CMAKE_SYSTEM_PROCESSOR is almost useless and they don't
have a more useful alternative either :-/
2022-03-12 16:57:14 +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
Yamagi
bbe639a7b0
Merge pull request #797 from devnexen/cmake_no_cxx
cmake limiting the scope of concern to C only and detecting
2022-03-12 16:39:22 +01:00
David Carlier
ea1d491ff3 cmake limiting the scope of concern to C only and detecting
the compiler from to one particular frontend since it can
happen to have differents for C and C++.
2022-03-02 19:31:37 +00:00
Yamagi
7464cb7ae5 Document the HTTP downloading cvars.
For some reason I never added them to the documentation. Pointed out in
\#793, closes #793.
2022-02-26 17:34:16 +01:00
Yamagi
fca041c3ea
Merge pull request #792 from devnexen/cl_parse_overflow_fix
CL_ParseEntityBits overflow warning fix
2022-02-26 16:19:17 +01:00
Yamagi
0107b17764
Merge pull request #790 from devnexen/haiku_update_8
Haiku doc update, little code style fixes.
2022-02-26 16:18:59 +01:00
David Carlier
ff3315d5d6 Haiku doc update, little code style fixes. 2022-02-26 08:35:10 +00:00
David Carlier
ca4e5ef935 CL_ParseEntityBits overflow warning fix 2022-02-21 08:39:08 +00:00
Yamagi
e7df0977b0
Merge pull request #789 from apartfromtime/dev
Confirm delete save game through status bar update
2022-02-13 09:44:01 +01:00
apartfromtime
a7b90aaa24 Amend white-space error 2022-02-13 09:30:48 +11:00
Yamagi
b92165a0e1 Fix two unused var warnings introduced by #788. 2022-02-12 17:01:12 +01:00
Yamagi
b68910905b
Merge pull request #788 from 0lvin/softlightmap
soft: add r_lightmap implementation
2022-02-12 16:58:33 +01:00
apartfromtime
298a411b87 Confirm delete save game through status bar update 2022-02-12 14:56:08 +11:00
Denis Pauk
138fce15ea gl1,gl3: sync model light calculation 2022-02-05 18:54:38 +02:00
Denis Pauk
b4fb6db4fc gl1,gl3: rename gl_lightmap->r_lightmap 2022-02-05 18:54:38 +02:00
Denis Pauk
f1ac7cafbf soft: add r_lightmap implementation 2022-02-05 18:54:38 +02:00
Denis Pauk
eb979d73ed soft: resuse image load code for wal 2022-02-05 18:54:38 +02:00
Denis Pauk
0c2bf1f65d soft: use pixel_t in skin and load lightmap 2022-02-05 18:54:38 +02:00
Yamagi
7004565c72 Reset the clip mask in ThrowHead() to MASK_SHOT.
xatrix uses MASK_SHOT and it sounds saner than 0.
2022-02-05 17:26:48 +01:00
Yamagi
a0cd32dddb Fix door_go_up(), G_UseTargets() exiting early if no activator is given.
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.
2022-02-05 17:02:24 +01:00
Yamagi
9d827b13da Force an empty clip mask for thrown heads.
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.
2022-02-05 16:55:12 +01:00
Yamagi
acf92bdd08 Add back call to rotation_blocked() lost in 896bb48.
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.
2022-02-05 16:26:37 +01:00
Yamagi
896bb48d36
Merge pull request #780 from devnexen/m_main_draw_fix
menu code unused var warning fix.
2022-01-22 10:54:27 +01:00
Yamagi
aa561bf50b
Merge pull request #778 from 0lvin/fixes
cppcheck fixes
2022-01-22 10:51:21 +01:00
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
Denis Pauk
a48c7e1850 gl3: Scale 3x for nolerp 8bit textures 2022-01-18 00:02:54 +02:00
Denis Pauk
dcdc37ea35 gl1: Scale 3x for nolerp 8bit textures 2022-01-18 00:02:26 +02:00
David CARLIER
62fba5a29d menu code unused var warning fix. 2022-01-15 15:57:11 +00:00
Denis Pauk
f49235d28a disable sound effect debug prints 2022-01-13 22:54:21 +02:00
Denis Pauk
da4bbd64d6 soft: add const to functions parameters 2022-01-12 22:11:18 +02:00
Denis Pauk
68ad03aac9 sound: fix local variable 'ogg_file' shadows outer variable 2022-01-12 21:55:56 +02:00
Yamagi
6bec90bbdd Use Windows compatible format specifiers. 2022-01-08 18:05:36 +01:00
Yamagi
a0a8521497 Update CHANGELOG for 8.01.
This will be mostly a bugfix release.
2022-01-08 15:55:09 +01:00
Yamagi
d8c8bb0ba7
Merge pull request #775 from devnexen/curl_update_progress
client curl update proposal.
2021-12-24 08:52:55 +01:00
David Carlier
80ce342557 client curl update.
displaying download progress based on a new cvar, 0 by default.
2021-12-16 14:55:58 +00:00
Yamagi
f32d1e2ed7
Merge pull request #774 from BjossiAlfreds/waste3-fixes
Moved code hacks for waste3 to waste3.ent
2021-12-11 19:07:33 +01:00
Yamagi
76440d2a97
Merge pull request #771 from VespuCore/patch-1
Change the amount of listed renderers to 3 in documentation
2021-12-11 19:05:32 +01:00
BjossiAlfreds
b4ded6cb4f Additional fix for missing sound effect in waste3 in DM 2021-12-11 14:29:13 +00:00
BjossiAlfreds
65b1cd167c Moved code hacks for waste3 to waste3.ent and addressed more issues with that map 2021-12-11 14:02:09 +00:00
Markuss Mišķis
f7999d74a3
Change the amount of Renderers to 3
Since Vulkan is missing from the list.
2021-11-28 02:12:48 +02:00
apartfromtime
aa0ad74e06 Multiplayer\Co-op menu customize controls 2021-11-24 18:42:18 +01:00
Yamagi
ec398e2df0 Mark game mode cvar as CVAR_SERVERINFO and CVAR_LATCH.
* `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.
2021-11-13 12:22:14 +01:00
Yamagi
9f558dbc80 Initialize singleplayer as CVAR_LATCH.
Changing the game mode during a session screams for problems.
2021-11-13 12:22:14 +01:00
Yamagi
b0fb26c6aa Document the gamemode command. 2021-11-13 12:22:06 +01:00
BjossiAlfreds
91e2cfdada gamemode command for getting info and switching gamemodes 2021-11-13 11:45:48 +01:00