Daniel Gibson
8643c843ef
Sys_IsDir() and Sys_IsFile() for Windows
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I guess now the refactored Ogg/Vorbis code should work on Windows too.
Someone should test that though..
2018-06-12 18:22:35 +02:00
Daniel Gibson
c3af040f0c
More ogg/vorbis refactoring, supports GOG-style tracks now
...
also removed lots of code.
Windows support still missing, needs Sys_IsDir() and Sys_IsFile().
2018-06-12 18:22:35 +02:00
Daniel Gibson
c37a28428e
FS_GetNextRawPath() to iterate fs_rawPath
...
this allows iterating all paths we look in for game data, but *without*
the game dir ("baseq2/", "xatrix/" ...) itself
2018-06-12 18:22:35 +02:00
Daniel Gibson
781e7c7e12
1. step in OGG refactoring: add OGG_PlayTrack(int track), remove others
2018-06-12 18:22:35 +02:00
Yamagi
ed6c9865f0
Merge pull request #304 from smcv/speling
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sdl/input: Fix spelling and grammar in a log message
2018-06-12 13:46:44 +02:00
Yamagi
3f935bba79
Merge pull request #303 from smcv/overridable-pkg-config
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Make uses of pkg-config cross-compilation-friendly
2018-06-12 13:45:29 +02:00
Simon McVittie
c61e2983fc
sdl/input: Fix spelling and grammar in a log message
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The misspelling of "controller" was detected by Debian's Lintian tool.
Signed-off-by: Simon McVittie <smcv@debian.org>
2018-06-12 12:17:35 +01:00
Simon McVittie
a0e86c3c36
Make uses of pkg-config cross-compilation-friendly
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Signed-off-by: Simon McVittie <smcv@debian.org>
2018-06-12 12:10:32 +01:00
Yamagi Burmeister
6d60ca0919
Explain the difference between the 2 executables.
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This fixes issue #297 .
2018-06-07 15:40:29 +02:00
Yamagi Burmeister
8e1f8fc7c6
Deprecate SDL 1.2.
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We're going to remove support for SDL 1.2 shortly after the next
release. Give the last remaining users a very clear warning about
it, error out at force them to edit the code.
2018-06-07 07:39:20 +02:00
Yamagi Burmeister
bb146a8384
Remove unused LIBGL define.
2018-06-07 07:19:02 +02:00
Yamagi
c8fefdc18c
Merge pull request #293 from 0lvin/warp_review
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#292 Warp fixes
2018-06-01 09:43:07 +02:00
Denis Pauk
e5ef665e09
Use more short code in *EdgeSearch
2018-05-20 13:55:04 +03:00
Denis Pauk
466364589d
Use constants for x/y/z shifts
2018-05-20 13:55:04 +03:00
Denis Pauk
2412363001
Add some comments from Fabien Sanglard article
2018-05-20 13:55:04 +03:00
Denis Pauk
1ea3fdc1a2
We have enough memory, skip Com_PageInMemory
2018-05-20 13:55:04 +03:00
Denis Pauk
b0b0265e4b
Move Surf Search to separate functions
2018-05-20 13:55:04 +03:00
Denis Pauk
4fd37b73ca
Define NUM_MIPS=4 instead hardcoded value
2018-05-20 13:55:04 +03:00
fabiensanglard
184ff91453
Added Unreal kernel filtering.
2018-05-20 13:55:04 +03:00
Denis Pauk
96a81f64f9
little speed up
2018-05-20 13:55:04 +03:00
Denis Pauk
56ea94978d
[-pedantic] fix compilation waring about static array initialization
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warning: string length ‘16384’ is greater than the length ‘4095’
ISO C99 compilers are required to support [-Woverlength-strings]
2018-05-20 13:55:04 +03:00
Denis Pauk
f48e3e5b4d
Use real height/width instead warp dimensions
2018-05-20 13:55:04 +03:00
Yamagi
3adb4a62d7
Merge pull request #294 from devnexen/addrinfo_leak_fix
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- Fix addrinfo leaks.
2018-05-01 15:29:06 +02:00
David Carlier
2f0c2f8981
- Fix addrinfo leaks.
2018-05-01 10:17:20 +00:00
Daniel Gibson
1e3135d4fc
r_gunfov shouldn't be CVAR_USERINFO, only CVAR_ARCHIVE
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this happens when you just copypaste and adapt r_lefthand
also did some minor changes to R_AliasDrawModel in the soft renderer
to make sure alias[xy]scale is reset properly in the early out cases
2018-04-27 23:42:27 +02:00
Daniel Gibson
12a8da7180
r_gunfov for the software renderer
2018-04-21 21:35:13 +02:00
Daniel Gibson
c59c1bfda1
Fix Rogue heatbeam rendering at high FOVs
2018-04-21 20:19:42 +02:00
Daniel Gibson
a5e97682a3
Weapon field of view independent of 'fov': r_gunfov cvar
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At high 'fov' values the weapon looked quite distorted.
Now it's rendered with an independent FOV, which looks better.
Note that the 'fov' cvar sets fov_x, while this is based on fov_y
(which is calculated from fov_x), so it's indeed different values:
r_gunfov seems to correspond to fov 90.
We use r_gunfov 80 as default, because it looks better.
2018-04-21 18:23:32 +02:00
Yamagi
d4b6e936ef
Merge pull request #285 from 0lvin/particles_size
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Fixes scale particles in soft render
2018-04-17 20:52:15 +02:00
Denis Pauk
189a34e707
Add custom particle shape by sw_custom_particles.
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0 - use rectangle (default shape)
1 - use hexagon
2018-04-13 23:29:56 +03:00
Denis Pauk
23d25db601
Little different shape of particle
2018-04-10 23:24:53 +03:00
Denis Pauk
14c934762d
use one function for any mip levels
2018-04-10 23:13:38 +03:00
Denis Pauk
cd6c686980
Use multiple for particle sizes
2018-04-10 23:09:36 +03:00
Denis Pauk
758ab07a38
look to height instead width
2018-04-10 23:06:54 +03:00
Denis Pauk
14af679b7e
Add size checks for WAL load
2018-04-10 22:59:13 +03:00
Denis Pauk
511b73baf9
Particle fixes from q2dos and kmquake
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Authors: maraakate <emoaddict15@gmail.com>
Knightmare <knightmare66@yahoo.com>
2018-04-10 22:59:13 +03:00
Yamagi
c97204e48d
Merge pull request #290 from ericwa/macos-cmake-fixes
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Fix for vorbis/vorbisfile.h not found on macOS with CMake
2018-04-10 07:20:51 +02:00
Eric Wasylishen
a8902a0d82
CMakeLists.txt: use VORBIS_INCLUDE_DIR instead of OGGVORBIS_INCLUDE_DIR,
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which doesn't seem to be set in the FindOggVorbis.cmake
2018-04-07 13:44:12 -06:00
Yamagi
43f317d981
Merge pull request #289 from maxice8/fix-musl
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fix compilation on musl libc.
2018-04-07 17:54:39 +02:00
maxice8
2365d4705f
fix compilation on musl libc.
2018-03-29 10:29:30 -03:00
Yamagi Burmeister
c11149730c
Bump version number to 7.21pre.
2018-03-10 18:26:07 +01:00
Yamagi Burmeister
c0291746b0
Bump version number to 7.20.
2018-03-10 18:24:21 +01:00
Daniel Gibson
3a641c8beb
"/currentmap" command that prints the currently loaded map
2018-03-10 16:38:37 +01:00
Yamagi Burmeister
808a208de4
Disconnect when we're connected before starting an new game.
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The old code was working only when the client was connected to a local
server. The 'newgame' executed by the menu expands to a 'map', loading
a map ends in SV_InitGame() which calls CL_Drop() on the local client.
That calls CL_Disconnect() and everything is okay.
When the client is already connected to a remote server and no local
server is running the 'map' command spawns a new local server. This
new server thinks "Hey, I'm a new local server and no one is connected
to me. Let's pull the client in!". So it pull the already connected
client onto a new server without disconnecting, smashing it's state.
And everything goes down in flames.
The correct way would be to execute a 'disconnect' right before the
'newgame'. But the 'disconnect' cmd calls CL_Disconnect_f that throws
an ERR_DROP. ERR_DROP is implememted through a longjump(), jumping
around puts the process internal state in ashes... So bite the bullet
and add another hack: Call CL_Disconnect() before executing 'newgame'.
2018-03-07 21:49:58 +01:00
Yamagi Burmeister
ed54fe2364
Fix '/connect $server' while connected to a server.
2018-02-27 19:17:45 +01:00
Yamagi Burmeister
727249f625
Document vid_displayrefreshrate.
2018-02-26 19:15:46 +01:00
Yamagi Burmeister
8ff7109b9d
Rename forgotten gl_modulate and gl_farsee cvars in the GL3 renderer.
2018-02-25 10:38:04 +01:00
Yamagi Burmeister
9e139a9be0
Update CHANGELOG for 7.20.
2018-02-25 10:36:50 +01:00
Yamagi Burmeister
7fc5810231
Remove TODO.txt, it was never ment to be commited.
2018-02-25 10:27:30 +01:00
Yamagi Burmeister
2db01319a1
Fix changing the game / mod through the 'game' console command.
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The 'game' command was more or less functional after the last commit.
We just need to reset the initialGame (renamed to userGivenGame) so we
don't revert back to the old game at server disconnect.
2018-02-25 10:24:35 +01:00