Until this commit a cinematic was aborted as soon as any key were
marked down when finishing the user command and sending it to the
server. The whole logic to detect if a key is down is broken, for
example `vid_restart` may leave keys marked down that are in fact
up. And there's the possibility to inject fake key events from
nearly everywhere. I'm not really sure but I suspect that even the
server may be able to inject key events.
Therefore untangle the cinematic abort code from the user command
processing, it should depend only on real key strokes:
1. Introduce a new global variable `abort_cinamatic` and set it to
`cls.realtime` as soon as a key down event is detected. The only
exceptions are Escape and Shift, because opening the menu and
toggeling the console should never abort a cinematic.
2. When starting a cinematic `abort_cinamatic` is set to INT_MAX,
because it needs to be higher than the current `cls.realtime`.
3. When a cinematic is running, `cls.key_dest` is set to `key_game`
(`key_menu` and `key_console` are ignored, keys send to the menu
or the console should never abort a cinematic; `key_message`
can / should never happen while a cinematic is running) and
`abort_cinamatic` is less than `cls.realtime` the cinematic is
aborted.
`abort_cinamatic` less than `cls.realtime` is necessary because the
client needs one frame to pop up the menu or toggle the console and set
the `cls.key_dest` accordingly. `abort_cinamatic == cls.realtime - 1`
is not possible because not every frame finishes a user command.
This closes#502.
An option like this was often requested since I fixed the gun field of
view in e466554. Since the software renderer is missing the ability to
alter the persepective matrix (e.g. something like glFrustrum()) this
fix fakes the offset by manipulating the guns transformation marix.
That's not perfect, the gun distorts if `sw_gunzposition` is set to
anything but `0`. Values up to `8` are more or less okay. Defaults
to `8` which matches the GL renderer default.
In such case sound system left uninitialized and without cvars.
----
Thread 1 "quake2" received signal SIGSEGV, Segmentation fault.
0x00005555555956a1 in OGG_PlayTrack (trackNo=7) at src/client/sound/ogg.c:351
351 if((trackNo == 0) || ogg_shuffle->value)
(gdb) bt
#0 0x00005555555956a1 in OGG_PlayTrack (trackNo=7) at
src/client/sound/ogg.c:351
#1 0x000055555557bded in CL_PrepRefresh () at src/client/cl_view.c:367
#2 0x000055555556e1a0 in CL_Precache_f () at src/client/cl_main.c:472
#3 0x00005555555a40dc in Cbuf_Execute () at src/common/cmdparser.c:229
#4 0x000055555556f0f9 in CL_Frame (packetdelta=<optimized out>,
renderdelta=<optimized out>, timedelta=<optimized out>,
packetframe=packetframe@entry=true,
renderframe=renderframe@entry=false) at src/client/cl_main.c:803
#5 0x00005555555aa0c5 in Qcommon_Frame (usec=5) at src/common/frame.c:626
#6 0x00005555555aa48e in Qcommon_Mainloop () at src/common/frame.c:163
#7 0x00005555555aaae6 in Qcommon_Init (argc=1, argv=0x7fffffffdfa8)
at src/common/frame.c:377
#8 0x000055555555e564 in main (argc=1, argv=0x7fffffffdfa8) at
src/backends/unix/main.c:123
----
The Intel display driver for Windows 10 destroys the DisplayPort audio
device when the resolution changes. It's recreated at an unspecified
later time. This is a work around to recover from that:
* Check every frame if OpenAL is still connected.
* If not, wait for 2.5 seconds, after that inject a 'snd_restart'
into the command buffer.
Samples send to the OpenAL backend while disconnected are skipped.
This fixes#483.
and make sure that after vid_restart (or starting the game) it's used
correctly in GL3.
While at it, made sure that it's *not* applied to textures from
gl_nolerp_list, because they're supposed to always use GL_NEAREST
independent of this setting (used so console font and crosshairs don't
look blurry)
On Windows last_position_x/y (from SDL_GetWindowPosition()) was 0, 0 when
coming from fullscreen, and creating a window at position (0, 0) cuts off
the window decorations (SDL-Bug?) so the window can't even be moved
around anymore.
So now we only use the last_position_* if last_position_y was > 24, so we
have enough of the title bar to move the window around with the mouse.
This is part of #484
The docs "forget" to mention that. So it's not enough to check for
SDL_WINDOW_FULLSCREEN alone, we would trigger the code intented for the
real fullscreen if we're switching to / running in fullscreen desktop
mode. Add and addition check that SDL_WINDOW_FULLSCREEN_DESKTOP isn't
set.
This may fix issue #484.
With this quicksaves can be loaded from the menu. They cannot be saved.
That's an artificial limitation to match the behavior of autosaves. I
think both should behave the same because their comment string are
formatted the same...
This is somewhat hacky. Until now the menu assumed that all savegames
are named from save0 to saveX, where save0 is the autosave slot. There
were 16 slots per page * 2 pages = 32 savegame slot, so the highest slot
was save31. I've reduced the slot per page to 14 to make room for one
quicksave slot and one empty line between it and the first regular slot.
That alone would reduce the number of slots to 28, making the four
highest slots unreachable. So I've increased the number of pages to 4,
there're now 14 slots per page * 4 pages = 56 slots.
The quicksave slot is shown on every page, because it was the easiest
way to integrate it into the existing code. Everything else would
require the paging logic to be rewritten in a way that different pages
can have a different number of slots and a different layout.
This is part of #473.
Demos are special. To the client they're more or less the same as normal
maps, the only difference is that the client never joines the server. So
we're never getting the first valid frame txpaht indicates the end of
the connection process. We're using that one to drop out of pause
mode... As a result the client stays in pause mode forever and "hangs".
Work around this by entering pause mode only if the local server is in
state ss_game. Demos are ss_demo. There're some more states for
cinematics, pictures, etc. Since the player can't save in those states
it should be save not check them.
sw_image.c:
203: The potential null pointer is passed into 'memcpy' function. Inspect the first argument. Check lines: 203, 192.
368: The null pointer is passed into 'free' function. Inspect the first argument.
401: Expression '!pic' is always false.
401: There are two 'if' statements with identical conditional expressions. The first 'if' statement contains function return. This means that the second 'if' statement is senseless. Check lines: 394, 401.
565: The potential null pointer is passed into 'memcpy' function. Inspect the first argument. Check lines: 565, 564.
sw_model.c:
215: The 'model' pointer was used unsafely after it was verified against nullptr. Check lines: 210, 215.
985: The 'header->lumps[12].filelen / sizeof (int)' expression was implicitly cast from 'size_t' type to 'float' type. Consider utilizing an explicit type cast to avoid the loss of a fractional part. An example: double A = (double)(X) / Y;.
1277: Function 'RE_BeginRegistration' argument 1 names different: declaration 'map' definition 'model'.
sw_surf.c:
239: There might be dereferencing of a potential null pointer 'sc_base'. Check lines: 239, 236.
sw_main.c:
1345: The if condition is the same as the previous if condition
1466: Function 'R_GammaCorrectAndSetPalette' argument 1 names different: declaration 'pal' definition 'palette'
2063: The 'swap_buffers' pointer in the expression could be nullptr. In such case, resulting value of arithmetic operations on this pointer will be senseless and it should not be used. Check lines: 2063, 2061.
sw_aclip.c:
180: Variable 'j' is reassigned a value before the old one has been used.
sw_alias.c:
209: Function 'R_AliasTransformVector' argument 3 names different: declaration 'm' definition 'xf'.
sw_draw.c:
78: Function 'RE_Draw_CharScaled' argument 3 names different: declaration 'c' definition 'num'.
149: Function 'RE_Draw_GetPicSize' argument 3 names different: declaration 'name' definition 'pic'.
173: The scope of the variable 'u' can be reduced.
267: Function 'RE_Draw_PicScaled' argument 4 names different: declaration 'factor' definition 'scale'.
sw_scan.c
593: Function 'D_DrawSpansPow2' argument 1 names different: declaration 'pspans' definition 'pspan'.
745: Function 'D_DrawZSpans' argument 1 names different: declaration 'pspans' definition 'pspan'.
Save current player position and compare with a position in the previous
frame, if position is same refresh only changed rectangle in zbuffer.
zBuffer can be damaged by models, particles and static transparent spans.
zBuffer damage is not useful for the screen refresh minimize for now,
as result of explosion can change texture light value.
The fallback logic is: r1q2 style URLs -> q2pro style URLs -> UDP. In
case that an r1q2 or q2pro server is missing files, we may fall through
to UDP and download files over abysmal slow UDP that are available over
HTTP. To work around this problem we reset the precacher iterations back
to 0 and start over with r1q2 style URLs. This works as long as we're
able to download all files. But if one or more files are unavailable
over all three download options we'll run into an endless loop. Mitigate
this by starting over only once. This comes with the drawback that on
servers that miss more than one file downloads might done over UDP were
HTTP is available. In that case the server should be fixed.
This closes#429.
This prevenits the worlds from advancing during client connect. The
player won't get attacked by monsters or hurt by the environment. Note
that in baseq2 there're still 4 world frames processed by the game and
100 world frames if the player enters a level that he or she already
visited. Both aren't a big problem, 4 world frames are hardly enough
for monsters starting to attack and in most levels the starting area
can't be reached by monsters and is free from environmental effects.
Pause mode is only entered for local servers and only in single player
mode. This should prevent problems with coop and deathmatch games.
The behaviour can be controlled by `cl_loadpaused`:
* `0`: Do not enter pause mode, Vanilla Quake I behaviour.
* `1`: Enter pause mode at load and leave it at first regular server
frame.
* `2`: Enter pause mode at load, never leave it. The player must leave
it by hand.
This was requested in issue #417.
Like most other cvars 'sensitivity' allowes for float values. But until
now mouse events were handled as integers which led to some confusing
problems. This was especially noticeable at values lower than 1, small
mouse movements were cut to 0 and discarded. Since the clients movement
code is written in floats and we're already using floats for joystick
movement switch the mouse event handling over to them, too.
This should have any impact on configs were 'sensitivity' is ste to
integral values. If it was set to decimal values the behaviour is now
correct.
This fixes#419.
Check if we're in the requested mode after the fullscreen window was
created. If not: Try to switch again in the requested mode by calling
SDL_SetWindowDisplayMode(). If that's successfull set the new window
size with SDL_SetWindowSize(). That shouldn't be necessary, at least to
SDLs crappy doku, but without the subsequent SDL_GetWindowDisplayMode()
call fails with 'Invalid Window'. Use that call to check if we're now
in the requested mode. If yes, process. If not abort and trigger the
fallback magic. It'll set `r_mode 4` and `vid_fullscreen 0`.
Caveat: In the worst case this will switch the display mode 3 times.
To create the window, to work around the bug and to set a refresh rate.
No problem for flat panels, but my unforgotten Trinitron CRT would
have cried in pain.
* Normaly SDL chooses a sane refresh rate for fullscreen windows. Users
may want to override that, so provide a new cvar `vid_rate`. If it's
set to a value greater than 0, we're trying to get a mode close to the
requested resolution and refresh rate and switch to that.
* A bug in SDL may leave us in the wrong mode, detect that condition and
abort. See https://bugzilla.libsdl.org/show_bug.cgi?id=4700 for details.
This is part of issue #302.
Print a list of all available modes as soon as SDLs video backend
initializes and the real display mode after the window was created
or altered.
This hopefully helps debbuging problem with display mode selection, see
issue #302 for an example.
-Add back use of last_position_x and last_position_y
-last_position_x and last_position_y will be set to undefined when the window is shutdown IF the current display used is not the desired display
-last_display will be set to desired display at window shutdown if not the same
-vid_displayindex clamped using ClampDisplayIndexCvar() at startup and window shutdown
-We only need to init the display indices once in GLimp_Init
-We only need to clear the display indices once in GLimp_Shutdown
-Remove extra 'displayindex' variable
-SDL_GetNumVideoDisplays() will always remain the same after the call to SDL_Init(SDL_INIT_VIDEO), so it makes sense to set in GLimp_Init where we do this.
There's an "enable alt joy keys" command now. If a key is bound to that
command, all joystick buttons (incl. hat and triggers) are turned from
K_JOYx into K_JOYx_ALT, which allows two keybindings on the same key,
one with the altselector pressed and one without.
If there's no keybinding for K_JOYx_ALT, it will use the binding for
just K_JOYx as a fallback (if it exists).
This is especially handy to create direct bindings for all the weapons
on the (limited amount of) Joystick buttons.
Seems like AMDs Windows driver doesn't like it when we call
glBufferData() *a lot* (other drivers, incl. Intels, don't seem to
care as much).
Even on an i7-4771 with a Radeon RX 580 I couldn't get stable 60fps
on Windows without this workaround (the open source Linux driver is ok).
This workaround can be enabled/disabled with the gl3_usebigvbo cvar;
by default it's -1 which means "enable if AMD driver is detected".
Enabling it when using a nvidia GPU with their proprietary drivers
reduces the performance to 1/3 of the fps we get without it, so it
indeed needs to be conditional...
use GL3_BufferAndDraw3D() instead of glBufferData() and glDrawArrays()
in each place it's needed.
This by itself doesn't make anything faster, but it will make trying out
different ways to upload data easier.
The developers tested their maps without the fix and decided that it
looked good. Add a new cvar gl_fixsurfsky defaulting to 0 that enables
the fix if someone really want it.
The software renderer already did this, but not the GL renderers. Maybe
the logic was lost somewhere on the long way... Without this change a
fullbright lightmap is generated for SURF_SKY surfaces and without the
SURF_DRAWSKY flags the surfaces aren't skipped in RecursiveLightPoint()
and GL3_LM_CreateSurfaceLightmap(). This isn't a problem under real
skyboxes, but in cases were SURF_SKY is abused fpr interior lightning.
rmine2.bsp in rogue is a good place to see the problem
Reported by @m-x-d, fixes#393.
I guess it makes sense to apply gamma to the color, we do the same
for the standard round particles.
Also, this way the fragment shader for square particles references the
uniCommon UBO (gamma is part of it) - apparently the Intel HD4000
(from Ivy Bridge) GPU driver for Windows has a bug that uniform blocks
that exist in the shader source but aren't actually used can't be found
(with glGetUniformBlockIndex(prog, name)), which we treat as an error
in gl3_shaders.c initShader3D().
fixes#391