Commit graph

100 commits

Author SHA1 Message Date
Yamagi
1a1b32961b Refactor the download filter.
The first try didn't take into account that an evil server could
override the filter list by sending a stuff command. Fix this by
hardcoding the filters for .dll, .dylib and .so. Make sure that the
filters are always applied, either when the download is requested
through the `download` command or because game data is missing.

This is just a poor mans fix, trying to rule out an obvious way to
inject code into the client.
2024-06-24 11:56:11 +02:00
Yamagi
468f90ad48 Implement a simple download filter.
`cl_nodownload_list` is a whitespace seperated list of strings, files
containing one of these strings in their name are never downloaded. Set
to `.dll .dylib .so` by default to prevent downloading libraries which
can be injected into client.

Closes #1114.
2024-06-22 16:56:42 +02:00
Yamagi
d5c7845271 Fix formating of the cvarlist. 2024-06-22 16:50:54 +02:00
Jaime Moreira
c4271848df gl1_multitexture doc update 2024-06-04 16:21:10 -04:00
Jaime Moreira
24b03b61f8 Gyro tightening
A practical way to avoid a noisy gyro signal, or shaky hands.
Unlike a deadzone, inputs below the threshold are "squeezed towards
zero", so they are not completely ignored. Source:
http://gyrowiki.jibbsmart.com/blog:good-gyro-controls-part-1:the-gyro-is-a-mouse#toc9
2024-06-04 15:48:42 -04:00
Jaime Moreira
0f307cc9c1 GL1 scrap/atlas configurable size
Controlled by gl1_biglightmaps cvar, works like new lightmaps.
Max size is 384x384; a bigger size is not justified.
Added a transparent border so colors from one picture don't bleed
into the next.
2024-05-11 18:20:13 -04:00
Jaime Moreira
81fd2c1027 Increased lightmap size in GL1
Controlled by new cvar, gl1_biglightmaps.
Size is now up to 512x512, for a max quantity of 8 lightmaps.
Should reduce rebinding of them, and reduce the number of calls
to glTexSubImage2D(), although it may increase data transfer on
each call.
2024-05-11 18:18:28 -04:00
Jaime Moreira
86528d7812 GL1 multitexture, first version
Unlike the old, buggy one, this implementation follows the
texture chain, just like the standard execution path. It also
avoids doing the lightmap chains, since it has already done it
in the second TMU; there's no duplicated work for lightmaps.
No errors appear in the lava on the "boss1" map either.
It's still slow when having an overdraw of dynamic lights.
Further work is needed.
2024-04-23 12:25:38 -04:00
Yamagi
8a9e31ab86 Clearify vid_gamma in the GL1 renderer. 2024-04-07 11:01:45 +02:00
Yamagi
e61d9444c9 Bump default renderer to GL3...
...and alter the render finding and fallback sequences to include GLES3
as the first fallback. This should have been done years ago, when GL3
became the clear better option above GL1.
2024-04-07 11:01:45 +02:00
Yamagi
af82cfe978 Switch the default for vid_highdpiaware to 1 when build against SDL3.
With SDL3 the high dpi support is in much better shape than with SDL2.
And for Wayland the experience on high dpi displays is generally better
when the application is high dpi aware.
2024-04-07 11:01:45 +02:00
BjossiAlfreds
c134d0127d Added cvar cl_laseralpha and documentation in cvarlist 2024-03-31 10:45:31 +00:00
Feels Duck Man
086084b507 Added documentation for 'cl_showspeed' in 040_cvarlist.md 2024-03-18 21:21:59 -05:00
Jaime Moreira
fb46007bc3 Fixed gl1_overbrightbits limiter, for real now
Allowed values are 0, 1, 2 and 4 only.
Updated documentation, again.
2024-01-06 13:32:48 -03:00
Jaime Moreira
9eca08fd92 Faster "weapprev" and "weapnext" behavior
These commands can now "count" how many times they have been called,
similar to how "cycleweap" operates after #865.
This allows for changing to different weapons, instead of just going
"one down" or "one up".
New cvar "g_quick_swap" allows to enable/disable this behavior.
2023-12-07 23:57:19 -03:00
Jaime Moreira
fa218c9f4c Fixed gl1_overbrightbits limiter
Allows values between 0 and 4. Updated documentation.
2023-10-18 20:35:51 -03:00
Yamagi
fe715f3d76 Document vid_pauseonfocuslost. 2023-09-16 16:36:19 +02:00
Jaime Moreira
9821c4b0a2 Show correct replacement for gl_lightmap cvar
Typos corrected
2023-08-26 19:18:24 -04:00
Jaime Moreira
a94e9dca81 Snappier "g_swap_speed" behaviour
Player is no longer forced to go through the last frame of activation
or deactivation of a weapon before changing its state.
2023-06-29 11:14:58 -04:00
Jaime Moreira
c5e2d51fd7 Cheat cvar "g_swap_speed" implemented
Allows to skip frames of "putting down weapon" and
"raising weapon" animations, speeding them up.
2023-06-28 15:28:40 -04:00
Yamagi
a5560ff3a2 Implement high dpi awareness into the client and all renderers.
Over the last years high dpi displays became increasingly popular. We
already implemented very basic high dpi support for Windows several
years ago by setting the "please don't scale us" option. Linux (and
all other unixoid platforms) hadn't a real understandig of high dpi
and everything involved until the advent of Wayland and finally the
*fractional-scale-v1* protocol last autumn.

Since then SDL (even bevore the protocol was finalized) and all three
common Wayland compositors (Gnome, KDE and wlroots) have grown support
for the protocol and are now high dpi aware. In a high dpi aware world
the choice is scale yourself or get scaled by the compositor. The later
option isn't so good for fast paced games like Quake II, it introduces
blur and slugishness. Therefore implement hig dpi awareness through SDL.

This isn't perfect right now:
* SDL is still getting high dpi awareness fixes with every release. High
  dpi awareness in YQ2 is currently limited to at least SDL 2.26 and we
  may rise the required version even more if necessary.
* There are stll bugs in the compositors. For example Gnome 44.1 has a
  tedency to misscalculate the space occupied by the fullscreen window,
  the game ends up wit a white bar on top. sway even misscalculates
  some scaling factors: https://github.com/swaywm/sway/issues/7463
* SDL hasn't got a reliable way to get the real non scales desktop
  resolution.

Because of this:
* High dpi awareness is currently restricted to Wayland. Let's get one
  platform right before we implement it for everything else.
* It's hidden behind `vid_highdpiawareness` and disabled by default.

High dpi awareness is implemented by setting `SDL_WINDOW_ALLOW_HIGHDPI`
on the window. After the window and rendering context are created
`SDL_GL_GetDrawableSize()` or `SDL_GetRendererOutputSize()` are used
to query the actual drawable size and the internal representation is
overwritten with it.

This would scale the fullscreen window over the full screen, no matter
what resolution was selected. Some work arounds are implemented to
(mostly) keep the old behaviour were resoltions lower than the desktop
resolution weren't scaled. There is one inconsistency: While the non
high dpi aware soft renderer always scaled over the full screen, the
high dpi aware variant doesn't. This is a restriction by SDL Renderer.

Setting native fullscreen was broken before when running on high dpi
displays and it's not fixed. This is caused by SDL being unable to
determine the real resolution (or whatever the compositor thinks the
real resolution is). Depending on the compositor or if the client is
high dpi aware the correct resolution must be set by hand **or** auto
setting with `r_mode -2` must be used. Resolution detection was switched
to `SDL_GetCurrentDisplayMode()` because it's somewhat less problematic
than `SDL_GetCDesktopDisplayMode()`.

The renderer API was extended by one function pointer `*GetDrawableSize`
used to communicate the actual drawable size between renderer and
client. The API version was bumped to 6. I'll fix ref_vk before pushing
this change to master.
2023-05-14 09:44:23 +02:00
David Carlier
f394209c75 introduces a new cl_unpaused_scvis cvar to unpause the cli. 2023-01-08 10:14:09 +00:00
Yamagi
6c18d819d3
Merge pull request #947 from devnexen/sound_pause_option
Introduces new cvar cl_audiopaused to control if the audio loop
2023-01-08 10:45:55 +01:00
David Carlier
7616880b96 Introduces new cvar cl_audiopaused to control if the audio loop
ought to go on or not when the game pauses.
2023-01-07 20:16:24 +00:00
Denis Pauk
02358e2457 Add joy_haptic_filter description 2023-01-07 21:47:21 +02:00
Denis Pauk
633c50177a Haptic: Fix comments 2023-01-07 21:30:21 +02:00
Denis Pauk
4e36b66654 Add joy_haptic_distance cvar.
Haptic maximum effect distance value, By default this cvar is `100.0`.
Any positive value is valid. E.g. effect of shot near barrel to barrel
has 58 points.
2023-01-07 21:30:21 +02:00
Denis Pauk
e1aed62201 Haptic code cleanup 2023-01-07 21:30:21 +02:00
Denis Pauk
66523aa98e Restore haptic feedback functionality.
Rumble feedback will be default.
Checked in both modes with:
* LibSDL2: 2.24.2+dfsg-1 (debian testing)
* Microntek USB Joystick (DragonRise hid-dr.ko)
2023-01-07 21:30:21 +02:00
Yamagi
f03906e91f Explain were to get the optional monster footsteps assets from. 2022-10-09 10:46:49 +02:00
Yamagi
294c4d1175
Merge pull request #896 from protocultor/gyro_invert
Options to invert gyro axes
2022-10-08 15:08:14 +02:00
Jaime Moreira
9de55c603d Classic cvar 'in_initjoy' resurrected
Added myself to credits
2022-09-19 11:36:23 -03:00
Denis Pauk
61f4540617 Fix documentation for model preview.
All default players models have 84-94 frames for salute.
So value will be same for `cyborg`/`female`/`male`.
2022-09-18 12:39:50 +03:00
Denis Pauk
3b583a7143 Bumb game version value
New code has exported monster footsteps sounds function.

Fixes typos.
2022-09-18 12:39:50 +03:00
Denis Pauk
93c6c76b0e sound: cleanup reverb code 2022-09-18 12:39:50 +03:00
SkacikPL
66f1bc9a33 Add simple sound occusion based on YQ2 AL EFX code
Can be disabled via s_occlusion 0, strength is modified
via s_occlusion_strength (higher values are actually less occlusion).

Cherrypick of b557494e14
2022-09-18 12:39:50 +03:00
SkacikPL
cfb86acc81 game: Implement monster footsteps.
Better tracking of enemies complementing the audio changes.

Cherrypick of 74edb966a2
2022-09-18 12:39:50 +03:00
Yamagi
1053b5dfb1
Merge pull request #871 from 0lvin/new_commands
Add new cheats spawn commands
2022-09-17 17:17:02 +02:00
Denis Pauk
5cddd2110c client: add multiplayer model preview animation 2022-09-04 23:40:55 +03:00
Jaime Moreira
c6dd713c89 Smooth rotation for Flick Stick
Added cvar to change maximum rotation angle that will be smoothed
2022-08-24 19:37:25 -04:00
Jaime Moreira
748909fd96 "Flick Stick" controller layout implementation
With southpaw version added to "sticks layout" menu
Cvar for length of stick to be considered a flick or rotation
Lacks rotation smoothing
2022-08-24 19:02:21 -04:00
Jaime Moreira
0417bc1023 Sloped axial deadzone added
2 cvars to change it, 1 per stick
Provides the "snap-to-axis" feeling of the previous axial deadzone
2022-08-24 17:48:33 -04:00
Jaime Moreira
f3fcf3fc24 Joystick handling refactored for precision
Changed 6 cvars for stick layout to 1; includes menu option
Axial deadzone replaced with radial one, 6 cvars to 2
Expo different for each thumbstick (1 cvar to 2); sliders included
Expo applied to full joystick vector magnitude, instead of per axis
Deleted "joystick_up" ("updown" function) and its sensitivity
2022-08-24 12:30:39 -04:00
Yamagi
c6f6a17176
Merge pull request #849 from protocultor/gyro_aiming
Gyro aiming
2022-06-17 13:07:25 +02:00
David CARLIER
a01309235b client download, adding two new cvar to have the ability to set
a threshold to abort the download if a certain transfer rate is too low.
Disabled by default.
2022-06-11 13:41:24 +01:00
Jaime Moreira
f12b759feb Gyro aiming configuration cvars
Cvar to choose between "yaw" (0) or "roll" (1) axis of the controller
to turn (change your yaw) in-game.
Cvars to change pitch and yaw gyro sensitivities.
Updated cvar documentation with new section "Game Controller".
2022-06-07 09:34:45 -04:00
Daniel Gibson
ae4388abed Doc: Make busywait 0 sound a bit less scary
As far as we know it's mostly a Windows-only problem, where
(especially in power-saving modes) sleeping can be very imprecise.
2022-05-11 17:44:57 +02:00
Daniel Gibson
e3aa1010f9 doc/040_cvarlist.md: improve documentation of cl_async etc
to reflect reality, including the latest changes
2022-05-11 02:02:46 +02:00
Daniel Gibson
ef7ba41932 Update documentation for GLES3 and gl3_usefbo 2022-04-27 00:33:46 +02:00
Jaime Moreira
db0e643419 Load gamecontrollerdb.txt for SDL2 joy mappings 2022-04-16 01:37:15 -04:00