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
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".
r_lerp_list is to allow exceptions to r_2D_unfiltered (like for having
pixely UI in general, but filtered console background).
r_videos_unfiltered controls whether videos should be filtered or not
I also made r_nolerp_list CVAR_ARCHIVE, like users probably expect it.
There were complains that always generating footsteps is annoying,
because there will be footsteps while swimming or jumping. Refine
the cvar a little bit:
* `0`: No footsteps at all.
* `1`: Vanilla Quake II behavior.
* `2`: Always footsteps as long as the player has a ground entity.
* `3`: Always footsteps.
The changes the meaning of the values, `2` has become `3`.
Closes#738.
The commanders body entity is special, because it's spawned in god mode.
That's no problem in the baseq2 and addons campaigns. But it may break
some custom maps and prevents some hacks, one example is putting the
entity inside an killbox.
Submitted by Евгений T.
When creating the Vulkan texture samplers, make them have the real
anisotropic filtering value selected by the user. This has two side
effects:
* We no longer need two sets of texture samplers in Vulkan (one with and
another one without anisotropic filtering).
* The anisotropic filter value in Vulkan is no longer an on/off switch
and we use the value as chosen by the user.
One of the most common bug reports is, that the fullscreen mode doesn't
behave like users expect. This is caused by `vid_fullscreen 1` setting
desktop fullscreen mode (a fullscreen windows) and not the native
fullscreen mode. This commits switches the semantics:
* 1: Native fullscreen, like Vanilla Quake II.
* 2: Desktop fullscreen.
With this alt-tab reverts to native fullscreen. While at it improve the
documentation, suggest setting `r_mode -2` when using `vid_fullscreen
2`. Change the menu strings to make things clearer, set `r_mode -2` when
selecting 'fullscreen window' in the menu.
I pondered several other options:
* Introducing a second cvar for the desktop fullscreen, like we did in
dhewm3. This has the problem, that in Quake II vi_fullscreen is
special and used to communicate changed to the renderer configuration
between the client and renderer. A second fullscreen cvar would
complicate this already shaky mechanism even more.
* Setting `r_mode -2` when `vid_fullscreen 2`. This might not be what
the user wants and causes problems when we're unable to get the
desktop resolution.