Commit Graph

3517 Commits

Author SHA1 Message Date
Denis Pauk a22bbc8719 Image: Share Draw_FindPic 2022-12-11 12:11:46 +02:00
Denis Pauk 395641e1dc Image: Share GetTexImage 2022-12-11 12:11:46 +02:00
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 18bc788335 Image: Share LoadImage 2022-12-11 12:11:46 +02:00
Denis Pauk 43c690eab2 Image: Share Hicolor 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
Denis Pauk f77e6940bd Image: Share M8 2022-12-11 12:11:46 +02:00
Denis Pauk 11f5b9e475 Image: Share code for load Wal 2022-12-11 12:11:46 +02:00
Denis Pauk ec83adcba5 Image: Share code for add file extension 2022-12-11 12:11:46 +02:00
Denis Pauk 768139ad6a Image: Share Draw_GetPalette between renders 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
Yamagi e37da07a5a Update the CHANGELOG for 8.20. 2022-12-03 16:55:25 +01:00
Yamagi 2270b79ea6
Merge pull request #945 from Dremor8484/sshotgun_aimfix_2.0
Update weapon.c
2022-12-03 16:52:44 +01:00
Yamagi c764f3f142
Merge pull request #943 from devnexen/vulkan_menu_upd2
updating vulkan renderer sub menu to be a bit more on part with the r…
2022-12-03 16:48:39 +01:00
Yamagi 3617fa56be
Merge pull request #941 from protocultor/controller_refactor
Game Controller code refactor
2022-12-03 16:44:28 +01:00
Yamagi a2d9b1f624
Merge pull request #939 from devnexen/windows_hidden
also pause the game if for example we change desktop's workspace
2022-12-03 16:37:13 +01:00
Dremor8484 a77ad02445
Update weapon.c
the aimfix was working only on half of the attack, since the supershotgun shoots 2 times (half bullets left, half bullets right)
2022-12-03 15:27:40 +01:00
David Carlier 91368f6f1b updating vulkan renderer sub menu to be a bit more on part with the rest. 2022-12-01 12:35:26 +00:00
Jaime Moreira ad56a8bae5 Controller rumble support queried in SDL >= 2.0.9 2022-12-01 09:10:44 -03:00
Jaime Moreira 4d040f0878 Builds with SDL2 <= 2.0.9
Unneeded variable deleted
Regretted printing style choice after seeing logs in Windows Notepad
2022-11-24 21:05:34 -03:00
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
Jaime Moreira 618374f351 Game Controller code refactor
Patchwork from df399576 no longer needed, deleted
Joysticks open with error checking
Slight optimization for gyro aiming
Better console messages in game controller init
2022-11-23 01:12:38 -03:00
David Carlier d93916d6ba also pause the game if for example we change desktop's workspace 2022-11-21 22:42:35 +00:00
Yamagi 15adee3b06
Merge pull request #936 from devnexen/mem_issues_fix_prop
OGG_LoadAsWav, release as long it had been allocated.
2022-11-20 17:15:33 +01:00
Yamagi 282f3a8e9c
Merge pull request #934 from devnexen/vk_menu_upd
adding new menu entry for the vulkan renderer
2022-11-20 17:08:29 +01:00
Yamagi 6f07cb2be0
Merge pull request #933 from protocultor/gamepad_menu
More options for Gamepad menu
2022-11-20 16:29:57 +01:00
Jaime Moreira f8e86e9056 Removed unneeded info in controller init
Since now there's a menu to show and modify this info, we don't need it
printed on the console.
Also, controller can exit credits option now.
2022-11-19 23:14:43 -03:00
Yamagi a1e0ce0732 Fix audio file length misscalculated due to overflow.
`s_info->samples' is very big, even for short wave files. Multiply it by
1000 has a very high chance of flowing over and it is a wonder that so
 far no one noticed it. Fix the overflow by working on 64 bit integers.

 Closes #931.
2022-11-19 16:54:52 +01:00
David Carlier 4568df7fb1 OGG_LoadAsWav, release as long it had been allocated. 2022-11-18 17:43:29 +00:00
Yamagi 8b12b017f7 Handle SIGBUS. Or at least try it.
I was reported a strange problem were GL3 is crashing with SIGBUS while
enumerating the GL extensions. To me it looks like a problem in Nvidias
FreeBSD driver, which for some reason doesn't reproduce on my machine.
However it' hard to tell what exactly happens without a full backtrace
and the user is unable to provide one... For the future try to handle
SIGBUS to catch those problems.
2022-11-14 21:37:47 +01:00
Jaime Moreira 20a1db6cac Invert joystick's pitch in options menu 2022-11-10 16:46:17 -03:00
David Carlier d9d7eef4ee adding new menu entry for the vulkan renderer 2022-11-09 20:53:26 +00:00
Jaime Moreira 85b9841785 Reordered elements in 'sticks config' menu
Repeated definitions put in a couple of loops
2022-11-09 09:00:32 -03:00
Jaime Moreira 672aef07e6 Hide the gamepad menu if one is not connected
SDL Controller opens with error checking
Deleted a duplicate structure on menu
Renamed the "gyro enabled" boolean
2022-11-08 12:38:24 -03:00
Jaime Moreira b11937980b Gamepad Sticks submenu
Sticks layout and expo options moved there
Includes deadzone sliders
2022-11-08 08:13:13 -03:00
Yamagi 57db0df752 Force the GL1 overbrightbits slider to full integers.
The cvar is accepting full integers only.
2022-11-06 18:08:49 +01:00
Yamagi dfd154b533 Merge remote-tracking branch 'devnexen/gl1_videomenuupd' 2022-11-06 18:05:25 +01:00
Daniel Gibson 17728f12c3 Workaround for #910 (explosions sometimes not drawn when in water)
Sometimes, when half-submerged in opaque water (head/camera still
above water), explosions and similar weren't drawn, because
1. The check whether a client gets a message to draw an explosion (etc)
   uses the clients origin, not the camera position
2. Apparently the map compiler was buggy and (only in some places!)
   didn't correctly mark areas in the PVS/PHS (PHS is for hearing) as
   connected even though they should be (when underwater you should be
   able to hear things in the region above the water, even if the water
   is opaque and you can't see it).

This is an experimental(!) workaround that does a second check with a
higher origin if the first check fails and the client is currently
(considered) under water.
It's totally possible that this breaks other things, I don't know..
By the way, a good place to test this is the first water area in jail1
2022-11-06 17:56:44 +01:00
David Carlier 575ea06b9d gl1 and gl3 having their own menu data 2022-11-06 16:18:53 +00:00
Yamagi 96aafef55a
Merge pull request #928 from devnexen/va_fn_sig_chang
va little signature change
2022-11-05 09:58:10 +01:00
Yamagi 5d6b56b103
Merge pull request #927 from protocultor/rumble
Controller rumble support
2022-11-05 09:56:03 +01:00
Yamagi d58116d717
Merge pull request #916 from 0lvin/color_console
Unix: Add color output for console
2022-11-05 09:49:00 +01:00
Jaime Moreira 6998509a85 Fixed annoying rumble effect
A cool effect used in 'mine2' map ("train2"), ruined 'train' map; fixed
Player pain readjusted by type, resulting intensity is now almost equal for all
 instead of the "higher health" ones being bigger, which didn't make sense
2022-11-04 11:53:10 -03:00
Jaime Moreira 7b5f80cfc4 Rumble effects readjusted
Player pain slightly downplayed
Ambient effects can be felt from further distance
2022-11-03 15:39:00 -03:00
Jaime Moreira 1ec0a28369 Disconnecting controller hides haptic slider
CenterPrint messages must be 40 characters or lower
2022-10-24 23:46:39 -03:00
David CARLIER 0bc3ac6079 va little signature change 2022-10-23 22:27:39 +01:00
Denis Pauk c890e59aaa Reset to default font settings instead white on black 2022-10-23 22:44:30 +03:00
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 303a627d10 Rumble workaround for SDL audio backend
Cache length is different from OpenAL, it must be greatly reduced for
a proper length to be used as the duration of the rumble effect.
2022-10-23 12:06:55 -03:00