Commit graph

4388 commits

Author SHA1 Message Date
Denis Pauk
3cd735cd23 Merge remote-tracking branch 'yquake2/master' 2024-08-17 23:53:57 +03:00
atsb
9ad9cb8682 GL4: Gamma correction using sRGB
cb2c346521
2024-08-17 23:51:47 +03:00
atsb
8b9a4ab8e4 SDL3: Changes for latest master
82e397ae92
2024-08-17 23:41:24 +03:00
atsb
d56dc492c9 A little optimisation
Using a more modern opengl code to make this part a little more efficient on modern cards to bind the buffers.  We are simply binding and unbinding the buffer when it is full, on modern cards this is fine and perfectly efficient enough, same goes for CPU's.

29595b02f8
2024-08-17 23:35:32 +03:00
Yamagi
ccba5946fd Enable ref_gles1 in CI builds. 2024-08-13 00:17:50 +03:00
Yamagi
a26c496038 Enable ref_gles1 in CI builds. 2024-08-12 18:21:22 +02:00
Denis Pauk
247acb32fd Merge remote-tracking branch 'yquake2/master' 2024-08-12 18:46:04 +03:00
Yamagi
679c2d5509 Also trigger the CI workflows for PRs when new commits are added. 2024-08-12 15:43:40 +02:00
Yamagi
8cb26f6f8e Update the LICENSE file.
* Add GLAD, used by the GL1 and GL3 renderers.
* Add zlib, because our unzip module is taken from zlib.
2024-08-12 09:20:21 +02:00
Yamagi
53b738f77b
Merge pull request #1128 from protocultor/ref_gles1
OpenGL ES 1.0 renderer
2024-08-12 09:02:40 +02:00
Yamagi
82b6ce322b Update the README to reality.
* Mention some more new features added in the last years.
* Make clear that only FreeBSD, Linux and Windows have official support.
  Everything else is community supported.
* Link to the official addons and yquake2remaster.
* Give some hints to bug reporters and contributors.
* Link to CI builds.
* Avoid relative links so that personal forks link back to the main
  projects. If forks want to link to their own ressources, they can
  edit the file.
2024-08-12 08:54:03 +02:00
Denis Pauk
c0fe05fc03 Merge remote-tracking branch 'yquake2/master' 2024-08-12 00:05:34 +03:00
Denis Pauk
1b86a84270 sync SCR_LoadImageWithPalette usage 2024-08-11 23:39:52 +03:00
Yamagi
18f7541138
Merge pull request #1134 from BjossiAlfreds/con-ext
Console clipboard support and input nav
2024-08-11 18:51:11 +02:00
Yamagi
f23fb932df
Merge pull request #1130 from 0lvin/backport
Backport changes from remaster repository
2024-08-11 18:47:41 +02:00
Denis Pauk
a38c2b5cee Merge remote-tracking branch 'yquake2/master' 2024-08-11 18:21:40 +03:00
Denis Pauk
52a6de3b1e vk: combine DrawVkFlowingPoly and DrawVkPoly 2024-08-11 18:15:35 +03:00
Denis Pauk
5d082ab2d9 Add test githaub action builds
Testbuild is applied to macos, linux, win32, win64.

Win32/64 additionally create release for tags.

Linux build is checked with disabled ffmpeg flag as LTS linux image
has unsupported ffmpeg version.

Based on:
*  180050b9a3
2024-08-11 18:08:44 +03:00
BjossiAlfreds
98d33fad06 Moved input line indicator ] out of line buffer 2024-08-11 12:55:35 +00:00
Denis Pauk
dab57b12ed menu: add const and use NULL as 0 for pointers 2024-08-11 15:40:33 +03:00
Denis Pauk
f6e8aeab38 pcx: show developer warning for uncommon pcx files
https://github.com/yquake2/yquake2/pull/1130#issuecomment-2259254531
2024-08-11 15:40:33 +03:00
Denis Pauk
9e303a8044 cin: remove SCR_LoadPCX 2024-08-11 15:40:33 +03:00
Denis Pauk
7f894f1d6f filesystem: make name parameter const 2024-08-11 15:40:33 +03:00
Denis Pauk
b40976220c menu: support players models inside pak
Code ignores files in pak only in case when such file exists in
filesystem.
2024-08-11 15:40:33 +03:00
Denis Pauk
0293e946ca filesytem: sort files in paks and use binary search 2024-08-11 15:40:33 +03:00
Denis Pauk
8520285a10 renders: support 24bit pcx images
Based on ffmpeg code and checked with
https://samples.ffmpeg.org/image-samples/pcx/
2024-08-11 15:40:33 +03:00
Denis Pauk
f688ea599f cin: support 24bit pcx images 2024-08-11 15:40:33 +03:00
Denis Pauk
87c0029b2b client: play arbitrary CDTRACK ogg file
https://github.com/yquake2/yquake2remaster/issues/18
2024-08-11 15:40:33 +03:00
Denis Pauk
005dfa0ed5 collision: load ent file without has as backward compatibility
https://github.com/yquake2/yquake2/pull/1130#issuecomment-2256461447
2024-08-11 15:40:33 +03:00
Denis Pauk
c92664c01d collision: check string entity hash before load
https://github.com/yquake2/yquake2remaster/issues/4#issuecomment-1741814349
2024-08-11 15:40:33 +03:00
Yamagi
180050b9a3 Add Github Workflows to create test build for Linux, MacOS and Win32.
This is should make testing for normal endusers easier by providing
prebuild binaries for them. It also serves as a simple CI by compiling
every commit and Pull Request for Linux, MacOS and Win32. And it saves
time, because (Windows) test build must no longer created by hand.

* Windows is build for Win32 only. We won't add a Win64, because there's
  no point in having a 64 bit Windows release and it would break most
  existing mods. Savegames are also not compatible between 32 and 64 but
  builds.

* MacOS is build to get some test exposure and to publish up to date
  binaries to users. This doesn't mean that MacOS is now officially
  supported. It stays community supported. The binaries are untested,
  because I have no Mac. PRs are welcome. ;)

* Linux is build with ubuntu-latest, which is the last LTS release. The
  binaries should work on most other distros.

Windows includes all required dependencies. As a difference to release
builds the curl.dll is taken from upstream and not a cut down custom
build. MacOS and Linux do not ship the dependencies, users should
install them through Brew or their distro.

Github strips file permission when zipping the assets. A work around
would be to create a tar archive and zip that, but that is ugly. I
opted against it, users must mark the binaries executable by hand.

These workflows trigger at each push to the master master branch and at
each new or edited pull request.

Special features like SDL3 are not supported at this time.
2024-08-11 13:03:12 +02:00
Yamagi
4b24e16a64
Merge pull request #1126 from devnexen/late_fade_data
client sound fade_data is only really used later.
2024-08-11 09:08:35 +02:00
Jaime Moreira
011ea4a1b4 Removed inclusion of OpenGL ES 1.0 header
We're using a glad-generated loader, we don't need it.
Speaking about glad: deleted unused GL extensions in the loader.
2024-08-11 00:09:40 -04:00
Denis Pauk
ab6ce60758 Quake 2 8.42RR8:
- vk: draw alias models as single call,
- Support mdr(EliteForce) models support.

Merge remote-tracking branch 'yquake2/master'
2024-08-09 23:34:47 +03:00
Denis Pauk
7d3545abd7 Merge remote-tracking branch 'yquake2/master' 2024-08-09 01:35:40 +03:00
Denis Pauk
1a02a6423b vk: use single draw in Vk_RenderLightmappedPoly 2024-08-09 01:17:21 +03:00
Yamagi
c2d5b849e5 Bump version number to 8.42pre. 2024-08-08 18:56:25 +02:00
Yamagi
141bf6e7dd Bump version number to 8.41. 2024-08-08 18:55:54 +02:00
Yamagi
8cc3361730 Hardcode the SDL audio driver (again) to directsound under Windows.
Windows defaults to `wassapi`, which is a sensible choice. But WASAPI
only guarantees 32 bit float samples, anything else only works if the
driver or something supports it and YQ2 requires 16 bit samples. That
can be worked around by having SDL recode the audio, but I don't want
such a invasive change right before a release.

Another part of #1132.
2024-08-08 18:43:03 +02:00
Denis Pauk
a60ec01de9 vk: get rid of QVk_GetTriangleFanIbo 2024-08-08 00:51:23 +03:00
Denis Pauk
1382b02a3c vk: use GenFanIndexes directly in DrawVkPoly 2024-08-08 00:29:02 +03:00
Yamagi
409c508a7d Update CHANGELOG for 8.41. 2024-08-07 12:08:20 +02:00
Yamagi
b3c47df0c8 Don't overwrite SDLs audio driver selection.
Hardcoding default driver for some of the supported platform is a
remnant of SDL 1.2 and hasn't been necessary since SDL 2.0 a long
time ago. In fact it has a high properbility to break things, SDL
could easily end up with a non working driver.

When `s_sdldriver` is set to the newly introduced value `auto` the
driver is selected by SDL. In all other cases the string is the
driver name which SDL will be forced to.

This doesn't fix existing configs. Since the OpenAL sound backend has
been the default for nearly 15 years and we haven't received bug reports
for some other problem with the SDL sound backend in the past, I'm half
sure that there are next to users out there. These can reset the cvar
by hand if necessary.

Closes #1132.
2024-08-07 12:04:54 +02:00
BjossiAlfreds
a18ea4b11d CTRL actions work in pre-game console window 2024-08-06 23:48:37 +00:00
Denis Pauk
32d2a465d4 vk: use vkCmdDrawIndexed in EmitWaterPolys 2024-08-07 00:03:06 +03:00
Denis Pauk
dca42e0a04 vk: use vkCmdDrawIndexed in R_DrawSkyBox 2024-08-06 23:06:02 +03:00
Denis Pauk
ea069e4174 vk: use GenFanIndexes in R_RenderDlight 2024-08-06 00:18:17 +03:00
Denis Pauk
4ebe9a74c0 vk: single call render NullModel 2024-08-04 19:14:47 +03:00
Denis Pauk
409b5bcd20 vk: reuse index buffer for model shadow 2024-08-04 16:37:46 +03:00
Denis Pauk
7ab6341e5b vk: remove drawInfo usage in vk_mesh 2024-08-04 16:02:25 +03:00