Commit graph

1106 commits

Author SHA1 Message Date
Denis Pauk
5270cce1a1 use separate vk_intensity 2020-12-12 14:45:03 +01:00
Denis Pauk
8ae3ce9097 fix warning: missing braces around initializer [-Wmissing-braces] 2020-12-12 14:45:03 +01:00
Denis Pauk
53ddce9400 Add retexturing 2020-12-12 14:45:03 +01:00
Denis Pauk
d895e84f46 use global r_* variables 2020-12-12 14:45:03 +01:00
Denis Pauk
ca60275694 move headers to right place 2020-12-12 14:45:03 +01:00
Denis Pauk
823e0eb915 Add experemental vulkan render 2020-12-12 14:45:03 +01:00
Krzysztof Kondrak
4c3853ca56 vkQuake2 1.4.3
Vulkan render from https://github.com/kondrak/vkQuake2.git@9c85ad15a73320be6641c840697644d27e851fd4
2020-12-12 14:45:03 +01:00
Yamagi
bd4f7bed65
Merge pull request #634 from lazd/altloadfix
Flush keys when server data is parsed
2020-12-12 14:12:50 +01:00
Larry Davis
e22b4ec945 Don't print debug information all the time 2020-12-11 11:02:53 -08:00
Larry Davis
dc1353c67e Flush keys when server data is parsed, fixes #633 2020-12-11 10:50:40 -08:00
Larry Davis
b30d37d2cb nit: whitespace 2020-12-10 23:38:16 +00:00
Larry Davis
0d2e6f79f9 Move haptic to joy submenu, add up sensitivity 2020-12-10 23:25:35 +00:00
Larry Davis
693803c764 Support setting mouse sensitivity to 0 in UI
On RetroPie, it seems that the joystick input is mixed up with mouse
input, causing both joystick and mouse code to run in response to stick
input. this makes the game impossible to play with a gamepad.

Setting sensitivity to 0 solves this problem, this change just makes it
possible in the UI
2020-12-10 17:24:32 +00:00
Larry Davis
5e78fd5ef4 Add UI for gamepad sensitivity and expo
This adds a "customize joystick" sub-menu that provides sliders for
changing the sensitivity and expo applied to joystick inputs.
2020-12-10 17:24:31 +00:00
Larry Davis
aafc2eb4f9 Apply expo to gamepad axes with joy_expo cvar
Expo makes gamepad stick input non-linear such that small
movements on the stick are less pronounced. This enables
both precise and fast movements, even at higher sensitivity levels.

Expo is applied to all axes equally.
2020-12-10 17:24:20 +00:00
nia
92e62e49d3 Cast arguments to ctype functions to unsigned char
According to the C standard, arguments to the ctype functions
must fit into unsigned char (presumably so they can be implemented
with simple array access). This causes a build time warning on
NetBSD, and may function incorrectly if any UTF-8 strings are used.
2020-11-24 14:12:38 +01:00
Yamagi
d5dcf3a772 Fix several inconsistencies and typos in console output. 2020-10-08 12:38:29 +02:00
Yamagi
0a159eefb2 Limit the work around against wrong resolutions to fullscreen.
When Q2 runs in windowed mode, SDL can never switch to the wrong the
resolution. The resolution isn't switched, of course. The work around
prevented Q2 from creating Windows larger than the resolution of the
primary display. For example a primary display of 1280x1024 prevented
a window size of 1680x1050 on the much bigger secondary display.
2020-10-06 17:52:14 +02:00
Yamagi
41931d7a06
Merge pull request #599 from earth-metal/master
Create "mods" submenu to allow changing "game" cvar via UI
2020-09-12 16:11:26 +02:00
Yamagi
213a338d03
Merge pull request #598 from JoBergeron/map-autocomplete
map name autocompletion
2020-09-12 16:02:44 +02:00
earth-metal
a4de026eb3 Create "mods" submenu to allow changing "game" cvar via UI
Combs all Raw search paths to find game dirs containing PAK/PK2/PK3
files.  If multiple uniquely-named directories exist, then show a "mods"
option on the "Game" menu and allow selection of desired mod on new
eponymous submenu.  Includes fix for memory leak of mapnames (read from
"maps.lst") when changing games.
2020-09-06 16:43:36 -04:00
JBerg
a843ef416f map name autocompletion 2020-09-05 22:32:13 -04:00
earth-metal
c31926ec90 Reset map list in "start network server" menu when "game" cvar changes
When the "game" directory is changed, clear the current list of maps in
the "start network server" menu so that it will be re-initialized the
next time the menu is accessed.
2020-08-23 14:06:01 -04:00
Yamagi
1f3f796322 Add cl_anglekick, when set to 0 angle kicks are ignored.
Angle kicks are used for weapon recoil, damage kicks and the like.
Setting the `cl_anglekicks` to `0` ignored them, they're read from
the network but not displayed. The cvar is cheat protected, it's
reset to `1` on server connect.

Rquested by Martin via mail.
2020-08-17 14:18:51 +02:00
Yamagi
2ab4e5553a Prevent music from playing even if ogg_enabled is 0.
ogg_enabled doesn't prevent music from playing, it just toggles if the
ogg backend should be enabled or not. If the user does something like
`ogg_enable=0; snd_restart` everything is okay. If they just set
`ogg_enable=0` strange things happen because the backend stays
initialized and will play tracks as requested. Work around the by
shutting the backend down if `ogg_enable == 0 && ogg_started == true`.

Closes #583.
2020-06-30 14:46:48 +02:00
Yamagi
57f7ce86e8 Make ffe8f89 somewhat more readable and add a comment. 2020-06-02 08:31:02 +02:00
Yamagi
ffe8f893ed Abort downloads if a server hasn't a file over UDP.
This is a special case, the bug was already present in Vanilla Q2: If a
server is offering assets for download but is missing some files the
USP download code runs in an endless loop. CL_ParseDownload() detects
that something is wrong and calls CL_RequestNextDownload() which tries
to download the same file again... Work around this by skippig over that
file.

This closes #552.
2020-06-02 08:03:06 +02:00
Yamagi
3c681210ba
Merge pull request #574 from 0lvin/for_review
fix tearing with fix palette change(explosion near without move)
2020-05-11 12:30:47 +02:00
Denis Pauk
ef841ce98c fix tearing with fix palette change(explosion near without move) 2020-05-09 14:11:12 +03:00
Boris I. Bendovsky
0ae9f55089
Move liquid transformations into fragment shader 2020-05-04 22:42:08 +03:00
Yamagi
3492dff774
Merge pull request #564 from bibendovsky/fix/558_silenced_muzzle_flash
Don't play silenced muzzle flash sounds
2020-05-04 18:19:28 +02:00
Yamagi
33591ceb6e Update stb_vorbis to 37b9b20fdec06c75a0493e0bb59e2d0f288bfb51.
This fixes the crash reported in #568 for me.
2020-05-04 18:17:41 +02:00
Boris I. Bendovsky
93a0473244
Add cvar to control sorting of play sounds 2020-05-04 18:44:58 +03:00
Boris I. Bendovsky
1887072cc9
Merge remote-tracking branch 'upstream/master' into fix/558_silenced_muzzle_flash 2020-05-04 17:41:36 +03:00
Yamagi
8f2542e05f Limit the new order of the pending sound lists to baseq2 and the addons.
The new ordering was introduced in 16ee007, fixing some problems with
the wrong sound getting played when an entity triggers several sound at
the same timestamp. This broke the behavior of the mods, in #558 dday
was mentioned, muzzle flashe sound prevent the firing sound from getting
played.

Since we don't control the source of all mods, add a simple band aid
fix: Use the new ordering for baseq2, xatrix and rouge. Use the old
ordering for everything else.

An alternative approach is being discussed in #564.
2020-05-04 09:51:53 +02:00
Boris I. Bendovsky
4646859535
Don't play silenced muzzle flash sounds 2020-04-22 17:53:41 +03:00
Yamagi
5455ffa96f s_doppler should default to 0.
The doppler effect is a game play change. And it's rather badly
implemented. Discussed in yquake2/xatrix#51.

Closes yquake2/xatrix#51.
2020-04-21 13:58:58 +02:00
Yamagi
19214d6049 Implement adaptive vsync.
Adaptive vsync is a often requested feauture and easy to implement. Set
`r_vsync` to `2` to enable. This is untested because my system doesn't
support it.
2020-04-20 12:31:25 +02:00
Yamagi
fc99e5456f Make the gun fov optional.
Set r_gunfov to force the gun fov to be the same as the global fov.
While here finally commit somes missed parts of 50d442c.
2020-04-20 11:57:27 +02:00
Yamagi
d1a53bdeec
Merge pull request #551 from DanielGibson/scancode-input
Scancodes for Input and other keyboard input improvements
2020-04-20 08:59:55 +02:00
Daniel Gibson
d675254e4e (More) special cases for key names in configs
There already was one (that I only recently fixed) for semicolon, but
the same problem can happen with quotes or $ (which is used in macros)
(single-quote ' is probably not affected, added it just to be sure)
2020-04-12 00:40:30 +02:00
Daniel Gibson
d6cdcc3e52 Make sure K_CONSOLE up events are ignored
otherwise we might get an error about an unbound key for up (!down)
events.
2020-04-11 03:04:54 +02:00
Daniel Gibson
a44225c625 Introduce K_CONSOLE, generated by the keyboard's "console key"
regardless of keyboard layout, with a special exemption for layouts
where that key generates a quote character (like the Brazilian one)
because you may wanna type a quote into the console.
(It's SDL_SCANCODE_GRAVE, that key between Esc, 1 and Tab)

The old hack of matching for ^, ~ and ` in Char_Event() didn't work very
well for layouts we didn't anticipate, which is especially relevant with
the recent Scancode fallback, which for example allows binding the ^ key
on Belgian keyboards (which is on SDL_SCANCODE_LEFTBRACKET, far away
from the "console key"), but in that case would *also* open the console.

This is mostly straight-forward, except for a small hack to prevent the
key from generating text input (on German layouts you otherwise get
"^" in the console when closing+opening it), which requires the
"console key" to be pressed without any modifiers like Shift or AltGr.
Yes, it's ugly, but it works and all the uglyness is contained in
IN_Update() and on the other hand Char_Event() becomes less ugly :)
2020-04-10 06:21:10 +02:00
Daniel Gibson
bbde4e2a81 Support scancodes as fallback for unknown keyboard keys
If we can't map a SDL_KEYDOWN/KEYUP events SDL_Keycode to a known
Quake2 K_* keycode, we try to map the SDL_Scancode to one of the new
K_SC_* YQ2 scancodes instead.
The scancode name corresponds to the key at that position on US-QWERTY
keyboards *not* the one in the local layout, for example the German 'Ö'
key is K_SC_SEMICOLON.

This way (hopefully!) all keys on common keyboards can be bound,
regardless of their layout. The key name won't be immediately obvious
to the user, but it's only a fallback and better than nothing.

fixes #543
2020-04-08 04:43:25 +02:00
Daniel Gibson
3015995d04 Reorder (and complete) K_* related listings to match the enum
this way it's easier to tell if a key constant is not handled.

Also, there was a half-finished workaround to allow binding a ';' key
(which apparently in configs would otherwise be interpreted as
 command separator), now that should actually work (=> special case
 it in Key_KeynumToString())
2020-04-08 04:43:25 +02:00
Daniel Gibson
e86ea9f86e Remove unused K_AUX*
no idea what this was exactly, but we never generate those so they
can't be used anyway
2020-04-08 04:43:25 +02:00
Daniel Gibson
c67d82dd53 Use K_LAST instead of 256 in some loops
It's not 256 anymore, hasn't been in a long time..
2020-04-08 04:43:25 +02:00
Denis Pauk
841076f2a9 Fix game shutting down on error 2020-04-06 23:11:07 +03:00
Denis Pauk
9e5ba15eac MacOS softrender fixes #541.
On MacOS texture is cleaned up after render and code have to copy a whole
screen to texture, other platforms save previous texture content and can
be copied only changed parts.
2020-04-02 23:26:55 +03:00
Simon McVittie
6f6e27644e Add a separate noreturn macro for function pointers
C11 _Noreturn is only accepted on function declarations, not on function
pointers, so we can't use it on callbacks like game_import_t.error and
refimport_t.Sys_Error. Use a separate macro for those.

The problematic situation doesn't currently happen because the Makefile
hard-codes -std=gnu99, which disables C11 features; but removing
-std=gnu99 (resulting in the compiler's default, currently gnu11) causes
compilation failures with at least gcc 9.x.

Signed-off-by: Simon McVittie <smcv@debian.org>
2020-03-21 18:32:15 +00:00